The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:412565 |
Date | January 2018 |
Creators | Staněk, Jan |
Contributors | Milet, Tomáš, Starka, Tomáš |
Publisher | Vysoké učení technické v Brně. Fakulta informačních technologií |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
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