National Repository of Grey Literature 18 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Výpočetní fotografie ve světelném poli a aplikace na panoramatické snímky
Kučera, Jan ; Šroubek, Filip (advisor) ; Šik, Martin (referee)
The digital photography is still trying to catch-up with its analogous counterpart and recording light direction is one of the most recent area of interest. The first and still the only one light-field camera for consumers, the Lytro camera, has reached market in 2011. This work introduces the light-field theory and recording with special emphasis on illustrating the principles in 2D, gives an overview of current hardware and ongoing research in the area and analyses the Lytro camera itself, describing the closed file formats and protocols it uses so that further research can be conducted. An important contribution of the work is a .NET portable library for developers, supplemented by a file editor as well as an application for wireless communication with the camera based on the library. Finally, the theory is used to discuss implications for light-field registration and linear panoramas. Powered by TCPDF (www.tcpdf.org)
Realtime library for procedural generation and rendering of terrains
Kahoun, Martin ; Horáček, Jan (advisor) ; Šik, Martin (referee)
Techniques for procedural generation of the graphics content have seen widespread use in multimedia over the past thirty years. It is still an active area of research with many applications in 3D modeling software, video games, and films. This thesis focuses on algorithmic generation of virtual terrains in real-time and their real-time visualization. We provide an overview of available approaches and present an extendable library for procedural terrain synthesis. Powered by TCPDF (www.tcpdf.org)
Generování vlasů interpolací
Šik, Martin ; Křivánek, Jaroslav (advisor) ; Kolomazník, Jan (referee)
This thesis describes a procedural hair generator that is able to generate hair from just a few hairs, called hair guides, which are directly modeled by a 3d artist. The procedural hair generator is a part of Stubble project -- a tool for hair modeling in Autodesk Maya. The procedural hair generator can generate hair during rendering, thus avoiding storage of hair geometry in a scene file, which makes the rendering process very efficient. Furthermore, hair can be generated interactively and displayed by OpenGL during modeling in Maya. Generated hair geometry is mainly defined by interpolation from the mentioned hair guides; however it is also influenced by many hair properties. These properties can change hair geometry using noise functions, define hair color, width and more. To determine hair root positions on a given triangular mesh I use my own mesh sampling algorithm that generates random samples on a triangular mesh according to a density defined by a 2-dimensional texture. My sampling algorithm uses an innovative way of sampling from a discrete probability distribution, which can be used in other applications than mesh sampling.
GPU implementation of the irradiance and radiance caching algorithms
Bulant, Martin ; Křivánek, Jaroslav (advisor) ; Šik, Martin (referee)
The objective of this work is to create software implementing two algorithms for global ilumination computation. Iradiance and radiance caching should be implemented in CUDA framework on a graphics card (GPU). Parallel implementation on the GPU should improve algoritm speed compared to CPU implementation. The software will be written using an already done framework for global illumunation computation. That allows to focus on algorithm implementation only. This work should speed up testing of new or existing methods for global illumination computing, because saving and reusing of intermediate results can be used for other algorithms too. Powered by TCPDF (www.tcpdf.org)
Polarising Versions of Glossy BRDF Models
Bártová, Kristina ; Wilkie, Alexander (advisor) ; Šik, Martin (referee)
The goal of computer graphics is to precisely model the appearance of real objects. It includes of interactions of light with various materials. Polarisation is one of the fundamental properties of light. Incorporating polarisation parameter into an illumination model can significantly enhance the physical realism of rendered images in the case of scenes including multiple light bounces via specular surfaces, etc. However, recent rendering systems do not take polarisation into account because of complexity of such a solution. The key component for obtaining physically correct images are realistic, polarisation capable BRDF (Bidirectional Reflectance Distribution Function) models. Within this thesis, polarising versions of the following BRDF models were theoretically derived: Torrance Sparrow, He-Torrance-Sillion-Greenberg and Weidlich-Wilkie. For each of these models, Mueller matrices (the mathematical construct used to describe polarising surface reflectance) were systematically derived and their behaviour tested under various input parameters using Wolfram Mathematica. Derived polarising glossy BRDF models were further implemented using a rendering research system, ART (Advanced Rendering Toolkit). As far as we know, it is the very first usage of these BRDF models in a polarisation renderer....
Generování vlasů interpolací
Šik, Martin
This thesis describes a procedural hair generator that is able to generate hair from just a few hairs, called hair guides, which are directly modeled by a 3d artist. The procedural hair generator is a part of Stubble project -- a tool for hair modeling in Autodesk Maya. The procedural hair generator can generate hair during rendering, thus avoiding storage of hair geometry in a scene file, which makes the rendering process very efficient. Furthermore, hair can be generated interactively and displayed by OpenGL during modeling in Maya. Generated hair geometry is mainly defined by interpolation from the mentioned hair guides; however it is also influenced by many hair properties. These properties can change hair geometry using noise functions, define hair color, width and more. To determine hair root positions on a given triangular mesh I use my own mesh sampling algorithm that generates random samples on a triangular mesh according to a density defined by a 2-dimensional texture. My sampling algorithm uses an innovative way of sampling from a discrete probability distribution, which can be used in other applications than mesh sampling.
Global exploration in Markov chain Monte Carlo methods for light transport simulation
Šik, Martin ; Křivánek, Jaroslav (advisor) ; Jakob, Wenzel (referee) ; Christensen, Per (referee)
Monte Carlo light transport simulation has become a de-facto standard tool for photorealistic rendering. However, the algorithms used by the current rendering systems are often ineffective, especially in scenes featuring light transport due to multiple highly glossy or specular interactions and complex visibility between the camera and light sources. It is therefore desirable to adopt more robust algorithms in practice. Light transport algorithms based on Markov chain Monte Carlo (MCMC) are known to be effective at sampling many different kinds of light transport paths even in the presence of complex visibility. However, the current MCMC algorithms often over-sample some of the paths while under-sampling or completely missing other paths. We attribute this behavior to insufficient global exploration of path space which leads to their unpredictable convergence and causes the occurrence of image artifacts. This in turn prohibits adoption of MCMC algorithms in practice. In this thesis we therefore focus on improving global exploration in MCMC algorithms for light transport simulation. First, we present a new MCMC algorithm that utilizes replica exchange to improve global exploration. To maximize efficiency of replica exchange we introduce tempering of the path space, which allows easier discovery of important...
GPU implementation of the irradiance and radiance caching algorithms
Bulant, Martin ; Křivánek, Jaroslav (advisor) ; Šik, Martin (referee)
The objective of this work is to create software implementing two algorithms for global ilumination computation. Iradiance and radiance caching should be implemented in CUDA framework on a graphics card (GPU). Parallel implementation on the GPU should improve algoritm speed compared to CPU implementation. The software will be written using an already done framework for global illumunation computation. That allows to focus on algorithm implementation only. This work should speed up testing of new or existing methods for global illumination computing, because saving and reusing of intermediate results can be used for other algorithms too. Powered by TCPDF (www.tcpdf.org)
Výpočetní fotografie ve světelném poli a aplikace na panoramatické snímky
Kučera, Jan ; Šroubek, Filip (advisor) ; Šik, Martin (referee)
The digital photography is still trying to catch-up with its analogous counterpart and recording light direction is one of the most recent area of interest. The first and still the only one light-field camera for consumers, the Lytro camera, has reached market in 2011. This work introduces the light-field theory and recording with special emphasis on illustrating the principles in 2D, gives an overview of current hardware and ongoing research in the area and analyses the Lytro camera itself, describing the closed file formats and protocols it uses so that further research can be conducted. An important contribution of the work is a .NET portable library for developers, supplemented by a file editor as well as an application for wireless communication with the camera based on the library. Finally, the theory is used to discuss implications for light-field registration and linear panoramas. Powered by TCPDF (www.tcpdf.org)

National Repository of Grey Literature : 18 records found   1 - 10next  jump to record:
See also: similar author names
1 ŠIK, Matěj
9 Šik, Martin
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