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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Performance aspects of layered displacement blending in real time applications

Petersson, Tommy, Lindeberg, Marcus January 2013 (has links)
The purpose of this thesis is to investigate performance aspects of layered displacement blending; a technique used to render realistic and transformable objects in real time rendering systems using the GPU. Layered displacement blending is done by blending layers of color maps and displacement maps together based on values stored in an influence map. In this thesis we construct a theoretical and practical model for layered displacement blending. The model is implemented in a test bed application to enable measuring of performance aspects. The implementation is fed input with variations in triangle count, number of subdivisions, texture size and number of layers. The execution time for these different combinations are recorded and analyzed. The recorded execution times reveal that the amount of layers associated with an object has no impact on performance. Further analysis reveals that layered displacement blending is heavily dependent on the triangle count in the input mesh. The results show that layered displacement blending is a viable option to representing transformable objects in real time applications with respect to performance. This thesis provides; a theoretical model for layered displacement blending, an implementation of the model using the GPU and measurements of that implementation.
2

Paradigmes de segmentation de graphe : comparaisons et applications en traitement d'images / Graph segmentation paradigms : comparisons and applications in image processing

Allène, Cédric 12 February 2009 (has links)
Les techniques de segmentation de graphe sont souvent utilisées en traitement d’images puisque ces dernières peuvent être vues comme des graphes valués. Dans cette thèse, nous montrons des liens existant entre plusieurs paradigmes de segmentation de graphes valués. Nous présentons tout d’abord différentes définitions de ligne de partage des eaux et sélectionnons celle dont le cadre permet la comparaison avec des forêts couvrantes particulières. Nous montrons qu’une telle ligne de partage des eaux relative à des marqueurs arbitraires est équivalente à une coupe induite par une forêt couvrante de chemins de moindre altitude. Ensuite, les coupes induites par des forêts couvrantes de poids minimum sont démontrées comme étant des cas particuliers ayant l’avantage d’éviter certaines segmentations non souhaitées. Enfin, nous montrons qu’une coupe minimale coïncide avec une coupe induite par une forêt couvrante de poids maximum pour certaines fonctions de poids particulières. Dans une seconde partie, nous présentons deux applications utilisant la segmentation de graphe : la renaissance d’images et le mélange de textures pour la reconstruction 3D / Graph segmentation techniques are often used in image processing since an image can be seen as a weighted graph. In this thesis, we show some links existing between several weighted graph segmentation paradigms. We first present different definitions of watersheds and select the one which framework allows comparison with specific spanning forests. We show that such a watershed relative to arbitrary markers is equivalent to a cut induced by a shortest path spanning forest. Then, cuts induced by minimum spanning forests are demonstrated as being particular cases which advantageously avoid some undesirable results. Finally, we show that minimum cuts coincide with cuts induced by maximum spanning forests for some particular weight functions. In a second part, we present two applications using graph segmentation : image renaissance and texture blending for 3D reconstruction
3

Zobrazování "nízké" vegetace v 3D prostoru / Rendering "Small" Plants in 3D Space

Řehánek, Jiří January 2008 (has links)
This masters thesis deals with a real-time low vegetation rendering in 3D space. The low vegetation means grass and shrub. At first it looks on a implementation of vegetation in a 3D games that already exist and there investigate characteristics notable while playing and after that it comes to a evaluation of visual qualities. As next will follow design of solution of this problems and description of implementation. In final part will be summary of achieved product.

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