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A Comparison of Optimal Scanline Voxelization AlgorithmsHåkansson, Tim January 2020 (has links)
This thesis presents a comparison between different algorithms for optimal scanline voxelization of 3D models.As the optimal scanline relies on line voxelization, three such algorithms were evaluated. These were Real Line Voxelization (RLV), Integer Line Voxelization (ILV) and a 3D Bresenham line drawing algorithm. RLV and ILV were both based on voxel traversal by Amanatides and Woo. The algorithms were evaluated based on runtime and the approximation error of the integer versions, ILV and Bresenham. The result was that RLV performed better in every case, with ILV being 20-250% slower and Bresenham being 20-500% slower. The error metric used was the Jaccard distance and generally started at 20% and grew up towards 25% for higher voxel resolutions. This was true for both ILV and Bresenham. The conclusion was that there is no reason to use any of the integer versions over RLV. As they both performed and approximated the original 3D model worse.
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Ladicí nástroj pro shadery / Debugging Tool for ShadersKonečný, Jiří January 2013 (has links)
This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
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[en] VISUALIZATION OF 3 DIMENSION IMPLICIT MANIFOLDS IN R4 / [pt] VISUALIZAÇÃO DE VARIEDADES IMPLÍCITAS DE DIMENSÃO 3 NO R4HENRY GIOVANNY GALLEGOS VELGARA 01 April 2015 (has links)
[pt] O principal objetivo deste trabalho é apresentar um novo método para
visualização de variedades implícitas de dimensão 3 mergulhadas no R4.
Esse método consiste primeiramente de um pré-processamento em CPU
utilizando uma árvore 16-Tree e a Aritmética Intervalar para encontrar
as regiões do domínio onde a variedade se encontra. Esses dados são
posteriormente processados em GPU para efetuar a visualização, e para
isso foi utilizada uma generalização da técnica Ray Casting. / [en] The main objective of this work is to present a new method for the
visualization of implicit 3-manifolds in R4. This method consists primarily
of a preprocessing in the CPU using a 16-tree and Interval Arithmetic to
detect regions of the domain where the variety is present. These data are
then processed in the GPU to perform the visualization, and for this a
generalization of Ray Casting technique was adopted.
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Further development of shaders for realistic materials and global illumination effectsGuo, Jun January 2012 (has links)
Shader programming is important for realistic material and global illumination real-time rendering, especially in 3D industrial fields nowadays, more and more customers of Visual Components Oy, a Finnish 3D software company have been found to be no longer only content with the correct simulation result, but also the result of realistic real-time rendering. This thesis project will provide a deep research on real world material classification, property definition and global illumination techniques in industrial fields. On the other hand, the Shader program for different materials and global illumination techniques are also created according to the classification and definition in this thesis work. Moreover, an external rendering tool Redway3D is evaluated as the reference and regarded as the considerable solution in the future development work.
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Volumetrické mraky / Volumetric CloudsBarvíř, Marek January 2020 (has links)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
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Vizuální efekty ve 3D aplikacích / Visual Effects in 3D ApplicationsDuží, Martin January 2014 (has links)
This master's thesis deals with the creation of visual effects in 3D graphics applications. Rendering scenes using rasterization method and OpenGL library is assumed. The theoretical part describes several selected effects and then analyzes the approach used for their implementation. It focuses on the principles of rendering passes. Subsequently, the thesis focuses on the development of a software library which aims to simplify the process of programming effects. The resulting library reduces the time and knowledge required for the creation of effects. Automatic shader code generation is performed. Substantial feature is also the possibility to combine definitions of effects into a single unit.
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Měření výkonnosti grafického akcelerátoru / Performance Evaluation of Graphics AcceleratorVanek, Juraj January 2010 (has links)
This paper deals with possibilities and functions of modern graphic accelerators and with measuring performance under OpenGL interface. Widespread algorithms to render scene in real-time are used. It focuses on how to test every part of accelerator's graphic pipeline as well as measure performance in rendering of advanced effects and theoretical speed at general purpose calculations through graphic processor. This testing is realized by implementing multiple test series and their further evaluation. Final application enables setting of test parameters and outputs a score, by which is possible to judge accelerator's performance in comparison among themselves.
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Metody pro zobrazení měkkých stínů / Methods for Soft Shadows RenderingOndruška, Jiří Unknown Date (has links)
This thesis discusses two different methods for creating soft shadows. Shadow volumes and shadow mapping, more accurately Variance Soft Shadow Mapping. It presents theory for these shadow algorithms as well as theory for few others which are necessary for understanding. Further it describes how to implement these methods and evaluates these implementations. Shadow volumes are based on creating additional geometry to the scene which serves for specifying region of penumbra. VSSM algorithm is a improved version of classic shadow mapping.
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Dynamic Visualization of Space Weather Simulation Data / Dynamisk visualisering av rymdvädersimuleringsdataSand, Victor January 2014 (has links)
The work described in this thesis is part of the Open Space project, a collaboration between Linköping University, NASA and the American Museum of Natural History. The long-term goal of Open Space is a multi-purpose, open-source scientific visualization software. The thesis covers the research and implementation of a pipeline for preparing and rendering volumetric data. The developed pipeline consists of three stages: A data formatting stage which takes data from various sources and prepares it for the rest of the pipeline, a pre-processing stage which builds a tree structure of of the raw data, and finally an interactive rendering stage which draws a volume using ray-casting. The pipeline is a fully working proof-of-concept for future development of Open Space, and can be used as-is to render space weather data using a combination of suitable data structures and an efficient data transfer pipeline. Many concepts and ideas from this work can be utilized in the larger-scale software project.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLSykala, Filip January 2012 (has links)
Master's Thesis is about the techniques of creating a small executable program with size limited to 64kB. Describes one of the possible ways to use OpenGL for such purposes. With more detail describe the rigid body simulation, creating shaders, dynamic generating of texture and make music in intro scene applications. Presents using of WinApi to create windows, V2 synthetizer for sound and GLSL language for creating shaders. Everything is demonstratively created under Windows.
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