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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A portal based system for indoor environs

Abrahamsson, Lars January 2006 (has links)
<p>The purpose of this thesis is to document the development of the graphics part of an extremely pluggable game engine/lab environment for a course in advanced game programming. This thesis is one out of five, and concerns indoor, realtime computer 3D graphics. It covers state-of-the-art techniques such as GLSL - the OpenGL Shading Language - and more well known techniques such as portal based rendering.</p>
2

Enhanced Full-body Motion Detection for Web Based Games using WebGL

Havsvik, Oskar January 2015 (has links)
By applying the image processing algorithms used in surveillance systems on video data obtained from a web camera, a motion detection application can be created and incorporated into web based games. The use of motion detection opens up a vast field of new possibilities in game design and this thesis will therefore cover how to create a motion detection JavaScript module which can be used in web based games. The performance and quality of the motion detection algorithms are important to consider when creating an application. What motion detection algorithms can be used to give a qualitativerepresentation without affecting the performance of a web based game will be analyzed and implemented in this thesis. Since the performance of the Central Processing Unit will not suffice, WebGL and the parallelism of the Graphical Processing Unit will be utilized to implement some of the most recognized image processing algorithms used in motion detection systems. The work resulted in an application where Gaussian blur and Frame Subtraction were used to detect and return areas where motion has been detected.
3

A portal based system for indoor environs

Abrahamsson, Lars January 2006 (has links)
The purpose of this thesis is to document the development of the graphics part of an extremely pluggable game engine/lab environment for a course in advanced game programming. This thesis is one out of five, and concerns indoor, realtime computer 3D graphics. It covers state-of-the-art techniques such as GLSL - the OpenGL Shading Language - and more well known techniques such as portal based rendering.
4

Implementace algoritmu LoD terénu / Terrain LoD Algorithm Implementation

Radil, Přemek January 2012 (has links)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
5

Visualização da curvatura de objetos implícitos em um sistema extensável. / Curvature visualization of implicit objects in a extensible system.

Cabral, Allyson Ney Teodosio 11 February 2010 (has links)
In this work we study the curvature visualization problem on surfaces implicitly defined by functions f: [0,1]³ &#8594; [0,1], using the ray casting technique. As we usually know only sampled values of f, we study the tricubic interpolation method to compute second order derivatives accurately. This work's implementation was designed as modules to the framework for volume rendering and image processing named Voreen, that uses the processing capability of graphics cards to improve the rendering tasks. / Fundação de Amparo a Pesquisa do Estado de Alagoas / Neste trabalho, estudaremos a visualização da curvatura de superfícies definidas implicitamente por funções do tipo f:[0,1]³ [0,1], usando a técnica de lançamento de raios (ray casting). Como em geral conhecemos apenas valores amostrados de f, estudaremos um método de interpolação tricúbica, a fim de calcular as derivadas de segunda ordem precisamente. A implementação computacional deste trabalho foi desenvolvida na forma de módulos do framework de visualização e processamento de imagens Voreen, o qual se beneficia do poder de processamento das placas gráficas atuais para acelerar o processo de visualização.
6

IMPLEMENTERING AV PHONGLJUSSÄTTNINGI 2D-SPELMILJÖ

Setterberg, Joel, Elsgard, Jonatan January 2014 (has links)
Under de senaste åren har en ny trend inom spelindustrin uppstått då en stor del av spelen har gått tillbaka till de tvådimensionella miljöerna som var vanligare i tv-spelens barndom, detta tack vare att mobiltelefoner och deras spel har tagit allt större plats på marknaden och de är ofta tvådimensionella på grund av sin begränsade hårdvara. De tvådimensionella spelen har enligt tradition inte haft någon dynamisk ljussättning, utan de har bestått utav färdig grafik med förutbestämda intensiteter vilket gör att spelen kan se platta ut. Men inom andra områden av spelindustrin, framförallt tredimensionella spel, har utvecklingen av dynamiska ljussättningsmetoder kommit långt. Problemet med dessa metoder är att de kräver objektens normaler, vilka normalt inte finns tillgängligt i tvådimensionella bilder. Idag är mobiltelefonerna kraftfulla och klarar av mycket tyngre beräkningar än vad de gjorde för bara några år sedan. Därför undersökte vi möjligheten att implementera dynamisk ljussättning i ett tvådimensionellt spel på androidbaserade mobiltelefoner. För att genomföra detta krävdes också att vi undersökte metoder för att generera normaler för tvådimensionell grafik. För att ett fullständigt spel skulle kunna skapas så implementerades också saker som kollisionshantering, artificiell intelligens och procedurell generering av banor. / In recent years, a new trend in the gaming industry has emerged since a large part of the games have gone back to the two-dimensional environments that were more common in the early days of the video games history . This is due to mobile phones and their games have taken more and more space on the market and they are often two-dimensional because of the limited harware. The twodimensional games have traditionally never had any dynamic lighting , they have consisted of premade graphics with predetermined intensities , which means that the games may look flat. But in other areas within the gaming industry, especially three-dimensional games, the evolution of dynamic lighting techniques have come a long way. The problem with these methods is that they require the object's normals, which are not normally available in two-dimensional images. Today mobile phones are powerful and capable of much heavier computations than they did just a few years ago. Therefore, we examined the possibility of implementing dynamic lighting in a twodimensional games on Androidbased mobile phones. To accomplish this it required that we investigated methods to generate normals for two-dimensional graphics. In order to create a full game we also implemented features such as collision handling, artificial intelligence and procedural generation of maps.
7

Improving rendering times of Autodesk Maya Fluids using the GPU

Andersson, Jonas, Karlsson, David January 2008 (has links)
<p>Fluid simulation is today a hot topic in computer graphics. New highly optimized algorithms have allowed complex systems to be simulated in high speed. This master thesis describes how the graphics processing unit, found in most computer workstations, can be used to optimize the rendering of volumetric fluids. The main aim of the work has been to develop a software that is capable of rendering fluids in high quality and with high performance using OpenGL. The software was developed at Filmgate, a digital effects company in Göteborg, and much time was spent making the interface and the workflow easy to use for people familiar with Autodesk Maya. The project resulted in a standalone rendering application, together with a set of plugins to exchange data between Maya and our renderer.</p><p>Most of the goals have been reached when it comes to rendering features. The performance bottleneck turned out to be reading data from disc and this is an area suitable for future development of the software.</p>
8

A GPU-based framework for efficient image processing

Karlsson, Per January 2014 (has links)
This thesis tries to answer how to design a framework for image processing on the GPU, supporting the common environments OpenGL GLSL, OpenCL and CUDA. An generalized view of GPU image processing is presented. The framework is called gpuip and is implemented in C++ but also wrapped with Python-bindings. The framework is cross-platform and works for Windows, Mac OSX and Unix operating systems. The thesis also involves the work of creating two executable programs that uses the gpuip-framework. One of the programs has a graphical user interface and the other program is command-line only. Both programs are developed in Python. Performance tests are created to compare the GPU environments against a single core CPU implementation. All the GPU implementations in the gpuip-framework are significantly faster than the CPU when executing the presented test-cases. On average, the framework is two magnitudes faster than the single core CPU.
9

Improving rendering times of Autodesk Maya Fluids using the GPU

Andersson, Jonas, Karlsson, David January 2008 (has links)
Fluid simulation is today a hot topic in computer graphics. New highly optimized algorithms have allowed complex systems to be simulated in high speed. This master thesis describes how the graphics processing unit, found in most computer workstations, can be used to optimize the rendering of volumetric fluids. The main aim of the work has been to develop a software that is capable of rendering fluids in high quality and with high performance using OpenGL. The software was developed at Filmgate, a digital effects company in Göteborg, and much time was spent making the interface and the workflow easy to use for people familiar with Autodesk Maya. The project resulted in a standalone rendering application, together with a set of plugins to exchange data between Maya and our renderer. Most of the goals have been reached when it comes to rendering features. The performance bottleneck turned out to be reading data from disc and this is an area suitable for future development of the software.
10

An Interactive Interface for Shader Programming

Izza Tariq (8797517) 05 May 2020 (has links)
<p></p><p>Shader programming is an efficient way to render graphics yet can be complex to understand for emerging computational artists who are new to the world of creative programming. Since shaders are an important part of visual programming, making them easier to use should be considered an important factor in teaching basic to advanced concepts in the rendering pipeline of computer graphics. Though some tools like shader editors and interactive graphical interfaces have been designed to aid in the understanding of these concepts, they still fall behind in some areas in meeting the requirements of emerging computational artists. </p> <p>In this thesis we present and explore the usability of a new Shader Mode tool developed for an open-source software called Processing, widely used in education and production for digital arts and design, and discuss how it can aid shader programming for emerging computational artists. This tool was inspired by a project the author did for Google Summer of Code in 2018. The tool was tested with Processing users who have some familiarity with shader programming. The analysis of the tool was done using a mixed method research technique: combination of quantitative and qualitative analysis. Since we were unable to get enough users for the study, the results could not be generalized to all Processing shader users. However, relevant user feedback is discussed. </p><br><p></p>

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