Spelling suggestions: "subject:"generování"" "subject:"genderová""
1 |
Renderování rozsáhlého terénu / Rendering of Large Scale TerrainMarušič, Martin January 2010 (has links)
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain rendering and particular level of detail techniques. Three modern intriguing algorithms are briefly depicted after this theoretical part. Main work insists on description of Geometry Clipmaps algorithm along with its optimized version GPU-Based Geometry Clipmaps. Implementation of this optimized algorithm is depicted in detail. Main advantage of this approach is incremental update of vertex data, which allows to offload overhead from CPU to GPU. In the last chapter performance of my implementation is analysed using simple benchmark.
|
2 |
WebGL2 renderer ve WebAssembly / WebGL2 Renderer in WebAssemblyRežňák, Pavel January 2018 (has links)
This thesis is focused on fast rendering of the 3D scene in a web browser with usage of modern technologies, for instance WebGL and WebAssembly. In this thesis you will find out how to compile an application which was written in C++ language into WebAssembly via Emscripten compilator and how to insert this code into a web page. Futhermore, you will find out how to communicate between C++ language and JavaScript, how to call functions, create instances and how to share memory between them. During design of a rendering core you will learn a few methods how to improve rendering performance. In the end the performance of this technologies is compared.
|
3 |
Odšumování obrazu pomocí vážené lokální regrese / Image Denoising Using Weighted Local RegressionŠťasta, Jakub January 2017 (has links)
The problem of accurately simulating light transport using Monte Carlo integration can be very difficult. In particular, scenes with complex illumination effects or complex materials can cause a scene to converge very slowly and demand a lot of computational time. To overcome this problem, image denoising algorithms have become popular in recent years. In this work we first review known approaches to denoising and adaptive rendering. We implement one of the promising algorithm by Moon et al. [2014] in a commercial rendering system Corona Standalone Renderer, evaluate its performance, strengths and weaknesses on 14 test scenes. These include difficult to denoise and converge rendering effects such as fine sub-pixel geometry, participating media, extreme depth of field of highlights, motion blur, and others. We propose corrections which make the algorithm more stable and robust. We show that it is possible to denoise renderings with Linear Weighted Regression only using a CPU. However, still even after our propositions, it is not possible to filter scenes in a consistent manner without over-blurring or not filtering where desired.
|
4 |
Bezsnímkové renderování / Frameless RenderingNajman, Pavel January 2012 (has links)
The aim of this work is to create a simple raytracer with IPP library, which will use the frameless rendering technique. The first part of this work focuses on the raytracing method. The next part analyzes the frameless rendering technique and its adaptive version with focus on adaptive sampling. Third part describes the IPP library and implementation of a simple raytracer using this library. The last part evaluates the speed and rendering quality of the implemented system.
|
5 |
Využití WebGL engine pro zobrazování automobilů / WebGL Engine Exploitation for Rendering of AutomobilesMacků, Jiří January 2016 (has links)
This paper deals with rendering of automobiles with use of WebGL technology. Aim of this paper is proposal and implementation of method for realistic and stylized rendering of 3D models of automobiles for internal use as a simple preview of automobile in development and presentation or for use in infotainment systems directly in automobiles. Part of this paper is implementation and outline of reachable options and properties of such implementation. This paper is created in cooperation with company SKODA AUTO a.s.
|
6 |
Efektivní vzorkování matic reradiace v rendererech s podporou fluorescence / Efficient Sampling of Re-radiation Matrices in Fluorescence-capable Rendering SystemsHua, Qingqin January 2021 (has links)
Fluorescence is a common effect in nature, it re-emits light by absorbing photons, caus- ing a wavelength shift from a shorter wavelength to a longer one. In recent years, there is an increased interest in including fluorescence in physically-based rendering. Fluorescence behavior is properly represented as a re-radiation matrix: for a given input wavelength, this matrix indicates how much energy is re-emitted at all other wavelengths. However, such a 2D representation has a significant memory footprint, especially when a scene con- tains a high number of fluorescent objects or fluorescent textures. This thesis proposes using Gaussian Mixture Domain to model re-radiation, which allows us to significantly reduce the memory footprint. Instead of storing the full matrix, we work with a set of Gaussian parameters that also allow direct importance sampling. When accuracy is a concern, one can still use the re-radiation matrix data and just benefit from impor- tance sampling provided by the Gaussian Mixture. Our method is useful when numerous fluorescent materials are present in a scene, particularly for textures with fluorescent components. 1
|
7 |
Bezsnímkové renderování / Frameless RenderingKrupička, Vojtěch January 2012 (has links)
This master's thesis deals with the problem of real-time rendering of computer graphics using the method of frameless rendering} as counterpart to the traditional way, which is based on switching between two output buffers. Frameless rendering method is defined and studied in greater depth and its adaptive variant, which delivers better output quality without a~significant reduction of latency, is described in detail. In addition, this thesis describes the implementation of the application which has been developed to demonstrate the principle and functionality of the frameless rendering on the selected scenes. It also includes evaluation of performed tests focused to the output quality.
|
8 |
VR interaktivní aplikace / VR Interactive ApplicationNovotný, Miroslav January 2017 (has links)
The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.
|
9 |
Simulace křehkých těles / Brittle Body SimulationChlubna, Tomáš January 2018 (has links)
Brittle bodies differ from the rigid ones in the possibility of shattering into small pieces according to the laws of physics. The brittle body simulation therefore uses principles of a general rigid body simulation and requires solutions to the other problems related to object decomposition into fragments and involving these fragments of the original object in the simulation. Description and evaluation of the possible solutions to this problem and a proposal with a reference implementation of such simulation are the goals of this thesis.
|
10 |
3D model vybraného objektu / 3D model of selected objectPtáček, Pavel January 2015 (has links)
The objective of this diploma thesis is creating digital 3D model of Dolní morový hřbitov in Žďár nad Sázavou. The building is measured primarily by classical geodetic methods. The final appearance of the model is created in AutoCAD 2015. Complementary are presented additional possibilities for creating digital models of building objects and their associated advantages and disadvantages. Much attention is paid to the photogrammetric method based on correlation of images, and work with the program 123D Catch and Cinema 4D.
|
Page generated in 0.1292 seconds