1 |
Accelerated Ray Tracing Using Programmable Graphics PipelinesEs, S. Alphan 01 January 2008 (has links) (PDF)
The graphics hardware have evolved from simple feed forward triangle rasterization devices to flexible, programmable, and powerful parallel processors. This evolution allows the researchers to use graphics processing units (GPU) for both general purpose computations and advanced graphics rendering. Sophisticated GPUs hold great opportunities for the acceleration of computationally expensive photorealistic rendering methods. Rendering of photorealistic images in real-time is a challenge. In this work, we investigate efficient ways to utilize GPUs for real-time photorealistic rendering. Specifically, we studied uniform grid based ray tracing acceleration methods and GPU friendly traversal algorithms. We show that our method is faster than or competitive to other GPU based ray tracing acceleration techniques. The proposed approach is also applicable to the fast rendering of volumetric data. Additionally, we devised GPU based solutions for real-time stereoscopic image generation which can be used in companion with GPU based ray tracers.
|
2 |
Rendering Methods for 3D FractalsEnglund, Rickard January 2010 (has links)
<p>3D fractals can be visualized as 3D objects with complex structure and has unlimited details. This thesis will be about methods to render 3D fractals effectively and efficiently, both to explore it in real-time and to create beautiful high resolution images with high details. The methods discussed is direct volume rendering with ray-casting and cut plane rendering to explore the fractal and an approach that uses super sampling to create high resolution images. Stereoscopic rendering is discussed and how it enhance the visual perception of the fractal</p>
|
3 |
Rendering Methods for 3D FractalsEnglund, Rickard January 2010 (has links)
3D fractals can be visualized as 3D objects with complex structure and has unlimited details. This thesis will be about methods to render 3D fractals effectively and efficiently, both to explore it in real-time and to create beautiful high resolution images with high details. The methods discussed is direct volume rendering with ray-casting and cut plane rendering to explore the fractal and an approach that uses super sampling to create high resolution images. Stereoscopic rendering is discussed and how it enhance the visual perception of the fractal
|
4 |
Neeuklidovské vykreslování ve VR / Non-Euclidean Rendering in VRBobuľa, Matej January 2021 (has links)
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
|
Page generated in 0.1405 seconds