Spelling suggestions: "subject:"raytrace"" "subject:"radiotracer""
1 |
Space subdivision and distributed databases in a multiprocessor raytracerCooper, C., n/a January 1991 (has links)
This thesis deals with computer generated images.
The thesis begins with an overview of a generalised
computer graphics system, including a brief survey of typical
methods for generating photorealistic images. One such
technique, ray tracing, is used as the basis for the work
which follows. The overview section concludes with a
statement of the aim which is to:
Investigate the effective use of available processing
power and effective utilisation of available memory by
implementing a ray tracing programme which uses space
subdivision, multiple processors and a distributed
world model database.
The problem formulation section describes the ray
tracing principle and then introduces the main areas of study.
The INMOS Transputer (a building block for concurrent
systems) is used to implement the multiple process ray tracer.
Space subdivision is achieved by repeated and regular
subdivision of a world cube (which contains the scene to be
ray traced) into named cubes, called octrees. The subdivision
algorithm continues to subdivide space until no octree
contains more than a specified number of objects, or until the
practical limit of space subdivision is reached.
The objects in the world model database are distributed
in a round robin manner to the ray trace processes. During
execution of the ray trace programme, information about each
object is passed between processes by a message mechanism.
The concurrent code for the transputer processes, written
in OCCAM 2, was developed using timing diagrams and signal
flow diagrams derived by analogy from digital electronics.
Structure diagrams, modified to be consistent with OCCAM 2
processes, were derived from the timing diagrams and signal
flow diagrams. These were used as a basis for the coding.
The results show that space subdivision is an effective
use of processor power because the number of trial
intersections of rays with objects is dramatically reduced.
In addition, distribution of the world model database avoids
duplication of the database in the memory of each process and
hence better utilisation of available memory is achieved.
The programmes are supported by a menu driven interface
(running on a PC AT) which enables the user to control the
ray trace processes running on the transputer board housed in
the PC.
|
2 |
Zobrazení kulečníku pomocí distribuovaného sledování paprsku / Rendering Biliard Balls Using Distributed Ray TracingKrivda, Marian January 2009 (has links)
This thesis is concerned in the method of realistic rendering using a distributed raytracing. This method simulates various visual effects and generates high realistic 2D images. The work analyses the problem and explains principles of solution related to this technique. There is also descriprion of the method of simple reytracing which provides a basis for the distributed raytracing. A part of work is specialized for optimalization of distributed raytracing.
|
3 |
Multimedia unter LinuxHeik, Andreas 21 March 2000 (has links)
Mit der Verbreitung von Linux als Desktopsystem steigen auch die Anforderungen des Nutzers an multimediale
Fähigkeiten wie z.B. das Anhören eines digitalisierten Musikstückes, die Einbindung einer Digitalkamera in die
Bildverarbeitung, die Nutzung einer Radio/TV-Karte oder gar das Bearbeiten eines kleinen Videofilms.
|
4 |
Multimedia unter LinuxHeik, Andreas 21 March 2000 (has links)
Mit der Verbreitung von Linux als Desktopsystem steigen auch die Anforderungen des Nutzers an multimediale
Fähigkeiten wie z.B. das Anhören eines digitalisierten Musikstückes, die Einbindung einer Digitalkamera in die
Bildverarbeitung, die Nutzung einer Radio/TV-Karte oder gar das Bearbeiten eines kleinen Videofilms.
|
5 |
Raytracing na GPU / Raytracing on GPUStraňák, Marek January 2011 (has links)
Raytracing is a basic technique for displaying 3D objects. The goal of this thesis is to demonstrate the possibility of implementing raytracer using a programmable GPU. The algorithm and its modified version, implemented using "C for CUDA" language, are described. The raytracer is focused on displaying dynamic scenes. For this purpose the KD tree structure, bounding volume hierarchies and PBO transfer are used. To achieve realistic output, photon mapping was implemented.
|
Page generated in 0.0279 seconds