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Výpočet osvětlení ve scéně v reálném čase / Real-Time Illumination of a Scene

This thesis is focused on describing methods of computation of global illumination of 3D graphics scenes in real-time. First chapter contains brief introduction to the issue of global illumination (GI) computation, as well as quick summarisation of principles of most commonly used GI computation approaches. A method of visibility computing for indirect illumination, taking advantage of Imperfect Shadow Mapping, is introduced next. After closer examination of this method and prerequisite algorithms follows a description of its practical implementation, as well as of the structure of simple demonstrative application. Next chapter then contains testing and brief examination and evaluation of resulting program's behaviour. Finally, a possible method extension by means of virtual point light clustering is proposed.

Identiferoai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:236181
Date January 2013
CreatorsMartanovič, Lukáš
ContributorsPolok, Lukáš, Navrátil, Jan
PublisherVysoké učení technické v Brně. Fakulta informačních technologií
Source SetsCzech ETDs
LanguageCzech
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/masterThesis
Rightsinfo:eu-repo/semantics/restrictedAccess

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