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Phong Grass: A dynamic LOD approach to grass renderingKlingspor, Oliver January 2023 (has links)
Background: Recreating nature in a virtual environment comes with many aspects and challenges. Grass rendering is a part of this area, and both performance and visual results must be taken into consideration. A common optimization approach is through static level-of-detail (LOD), however, a certain visual loss comes with the use of this. Dynamic LOD is an alternative technique and exists in various forms, such as phong tessellation. The thesis will investigate the performance and visual implications of utilizing phong tessellation in grass rendering. Objectives: The main objective is to examine the implications of utilizing phong tessellation in grass rendering in terms of performance and visual results. Different scenarios will be examined, providing an overview while identifying performance and visual patterns of the technique. Methods: An experiment conducted via a DirectX 11 implementation was used to collect all data in scenarios that varied in the number of blades and how the tessellation falloff rate was described. The data collected was the average frame time during a 30-second duration as well were rendered images saved to disk from two points of view. Two reference scenes existed that only used a single LOD of either low- or high-quality grass, while no tessellation was applied. The data of each scenario and scene were compared to one another, and the visual differences were identified using the image difference evaluator FLIP. Results: The results show that different scenarios provide different benefits. Some scenarios contain smaller visual errors, while others perform efficiently. Overall a linear detail-falloff rate both performs well at various blade amounts and produces similar or smaller visual differences to the other scenarios. However, the results also show that the technique does not fit every set of hardware, at least not in demanding scenarios. Conclusions: The findings of this thesis show that the method has the potential to be a valid option in terms of performance and visual quality. It is, however, important to consider the specific use case as it is not applicable in every situation and to consider what hardware the application will run on.
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IMPLEMENTERING AV PHONGLJUSSÄTTNINGI 2D-SPELMILJÖSetterberg, 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.
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Studying the impact factors of climate change on agricultural land use in Phong Dien district, Thua Thien Hue provinceNguyen, Van Binh, Ho, Nhat Linh 29 December 2021 (has links)
Many factors influence agricultural land, in particular, climate change show the most significant and serious effect on agricultural land in Phong Dien district. This study applied Binary Logistic analysis, using the SPSS software, on data collected through state agencies, fieldwork and interviews. The study has identified the impact of climate change on agricultural land by several factors; the most significant influence is derived from temperature and other extreme weather factors. In addition, the elements of rainfall, wind, and cold air also have a substantial impact on agricultural land causing serious consequences such as damage, loss of construction quality, overload of water supply and drainage systems, landslides, damage to infrastructure systems, etc. Some adaptive solutions to counteract the effects of climate change on agricultural land include changing crop structure, upgrading facilities, raising awareness of officials, and peo-ple about climate change. / Công tác sử dụng đất nông nghiệp chịu ảnh hưởng từ rất nhiều yếu tố. Trong đó, yếu tố tác động của biến đổi khí hậu gây ảnh hưởng lớn và nghiêm trọng nhất đối với việc sử dụng đất nông nghiệp nói chung và trên địa bàn huyện Phong Điền nói riêng. Nghiên cứu đã sử dụng phân tích Binary Logistic trên phần mềm SPSS từ các số liệu thu thập được qua các cơ quan nhà nước, thực địa, phỏng vấn. Từ đó, nghiên cứu đã xác định được tác động của biến đổi khí hậu đến sử dụng đất nông nghiệp thông qua các yếu tố: Gây ảnh hưởng lớn nhất là yếu tố nhiệt độ và yếu tố cực đoan khác; ngoài ra, các yếu tố lượng mưa, chế độ gió và không khí lạnh cũng tác động không nhở vào việc sử dụng đất nông nghiệp . Các yếu tố này gây ra các hậu quả nghiêm trọng như làm hư hại, giảm chất lượng công trình, làm quá tải hệ thống cấp thoát nước, làm sạt lở, hư hại hệ thống cơ sở hạ tầng… Nghiên cứu đã đề xuất được một số giải pháp thích ứng của biến đổi khí hậu đến việc sử dụng đất nông nghiệp như thay đổi cơ cấu cây trồng, nâng cấp cơ sở vật chất, nâng cao nhận thức của cán bộ và người dân về biến đổi khí hậu.
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Korekce barev na základě znalosti scény a osvětlení při 3D skenování / Color correction of 3D model based on scene knowledge and light illuminationDočkal, Michal January 2019 (has links)
This thesis focus is on the design and verification of improvements for the RoScan robotic system texture module. RoScan is a robotic scanner for scanning and diagnosing the human body. In this thesis current texturing module of this system is described. Furthermore this thesis describes the theory of light, color and shading in computer graphics. Subsequently, improvments for RoScan texture module are proposed based on the said principles. The last part deals with the implementation of the test script in Matlab and the verification of the functionality of the proposed solution.
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Zobrazení šachů pomocí sledování paprsku / Rendering Chess Using Ray TracingTurek, Vojtěch Unknown Date (has links)
This work deals with ray tracing technique, focused to rendering of chess scene with procedural texture materials. Based on this knowledge, program that displays specified chess set is designed.
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Interactive Volume Rendering For Medical ImagesOrhun, Koray 01 September 2004 (has links) (PDF)
Volume rendering is one of the branches of scientific visualization. Its popularity has grown in the recent years, and due to the increase in the computation speed of the graphics hardware of the desktop systems, became more and more accessible. Visualizing volumetric datasets using volume rendering technique requires a large amount of trilinear interpolation operations that are computationally expensive. This situation used to restrict volume rendering methods to be used only in high-end graphics workstations or with special-purpose hardware. In this thesis, an application tool has been developed using hardware accelerated volume rendering techniques on commercial graphics processing devices. This implementation has been developed with a 3D texture based approach using bump mapping for building an illumination model with OpenGL API. The aim of this work is to propose visualization methods and tools for rendering medical image datasets at interactive rates. The methods and tool are validated and compared with a commercially available software.
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Realistická vizualizace alkoholických nápojů pomocí distribuovaného raytracingu / Realistic Visualisation of Alcoholic Beverages Using Distributed RaytracingFabík, Jiří January 2013 (has links)
This work is about a realistic visualization technique called raytracing. It studies its original form, its extensions and optimizations. Raytracing casts rays through pixels and follows their propagation in the scene, according to the physical laws. It enables rendering of correct shadows, reflections and refractions. Distributed raytracing serves for better visualization and advanced effects. One ray is replaced with a beam of rays that allows soft shadows, fuzzy translucency, depth of field and antialiasing. With the increasing number of rays, the render time rises as well, so it is needed to use some optimization techniques and tools. A way of using this rendering method for visualization of alcoholic beverages is also described.
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A Zoomable 3D User Interface using Uniform Grids and Scene GraphsRinne, Vidar January 2011 (has links)
Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail
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Simulace vlnění vody v reálném čase / Simulation of Water Waves in Real-TimePilch, Martin January 2011 (has links)
Task of this thesis is creation of real-time simulation of the water waves. It is implemented on Mac OS X platform using OpenGL. This thesis is based on height map surface. Heigh map is computed by suming of sinusoids with complex, time-based amplitudes. Fast Fourier transformation, Phillips spectrum and gauss random generator are used to solve this problem. The thesis is also implemented on iOS platform and optimized to run on mobile devices thanks to using programmable graphic pipeline and other drawing and computing optimizations.
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Ray-tracing s knihovnou IPP / Ray-tracing Using IPP LibraryKukla, Michal January 2010 (has links)
Master thesis is dealing with design and implementation of ray-tracing and path-tracing using IPP library. Theoretical part discusses current trends in acceleration of selected algorithms and also possibilities of parallelization. Design of ray-tracing and path-tracing algorithm and form of parallelization are described in proposal. This part also discusses implementation of adaptive sampling and importance sampling with Monte Carlo method to accelerate path-tracing algorithm. Next part is dealing with particular steps in implementation of selected rendering methods regarding IPP library. Implementation of network interface using Boost library is also discussed. At the end, implemented methods are subjected to performance and quality test. Final product of this thesis is server aplication capable of handling multiple connections which provides visualisation and client application which implements ray-tracing and path-tracing.
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