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Dynamic real-time scene voxelization and an application for large scale scenes / Dynamisk voxelisering av stora 3D-miljöerValter, Andreas January 2015 (has links)
This report describes a basic implementation of scene voxelization within the Frostbite engine created by EA Frostbite. The algorithm supports dynamic scenes by voxelizing in real-time using the Graphical Programming Unit. The voxel grid is stored inside a buffer with a binary representation using clip mapping and multiple levels of detail. An ambient occlusion algorithm is implemented to show the benefits of the structure. Results from running the application within the engine is presented, both with figures showing the resulting image and timings for diifferent parts of the algorithm. Several future improvements to make the algorithm more competitive is presented as well.
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Voxelizace 3D modelů a jejich zpracování s využitím GPU / 3D Model Voxelization Using GPU for Further ProcessingBrída, Ján January 2017 (has links)
This thesis focuses on the analysis of the latest techniques for surface and solid binary voxelization of 3D models. It briefly describes current trends in this problematics and identifies a suitable method with an aim to parallelize the given solution on GPUs. It concretely explains the implementation process of the selected algorithm described in the paper Fast Parallel Surface and Solid Voxelization on GPUs , which produces a sparse voxel octree. The results are very close to those of the original authors. A new solution for extracting a smooth isosurface from this structure based on Marching Cubes is presented as well, providing up to 98 % reduction of the traversed cubes in higher resolutions. The resulting implementation is a framework usable for further voxel scene processing.
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Hierarchické techniky pro výpočet osvětlení / Hierarchical Techniques in Lighting ComputationLigmajer, Jiří January 2012 (has links)
This master thesis deals with description of hierarchical techniques in global lighting computation. Here is explaining the importance of hierarchical techniques in lighting computation and shows method, how to use these hierarchical techniques in realtime radiosity and its extension to dynamic area lighting. These two techniques are described in detail in the first part of this project. In the other part is desing and implementation of application for dynamic area lighting computation.
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