National Repository of Grey Literature 51 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 seconds. 
Design and evaluation of a user inteface for cinematic lighting
Růžička, Martin ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This diploma thesis deals with global illumination and generally with the process of illumination of prepared scenes. A program for illumination management was written for this purpose. It can manage both direct and indirect illumination in interactive time. Simple and comfortable user interface allows for addition, deletion and change in light settings. Different types of both point and area lights are supported. In the course of all work, the program displays current illumination of the scene. With the help of this application, a series of different experiments will be carried out. We will explore the way users work during illumination, the way they perceive different properties of global illumination, various options of its control and its comparison with common direct illumination.
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří ; Křivánek, Jaroslav (advisor) ; Wilkie, Alexander (referee)
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
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)
Real-time Global Illumination Computation
Šváb, Tomáš ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
Thesis examines the current research and development in the field of real-time global illumination. It concentrates on techniques that are capable of simulating dynamic environments and require only limited precomputation. It contains a theoretical as well as practical part. In the theoretical part the basics of rendering and selected global illumination methods are described, namely reflective shadow mapping, light propagation volumes and voxel cone tracing. The practical part includes implementation of selected methods, which are then tested, compared and improved. A program called R-GITE (Real- Time Global Illumination Testing Environment) was created to provide a foundation for prototyping these rendering algorithms. There are two main criteria in the testing - accuracy of the result and speed of computation. In the end we used the data from the tests to determine both the strong and the weak points of the methods and discuss usability of the methods for specific scenarios. Powered by TCPDF (www.tcpdf.org)
Global Illumination in Real-Time
Karas, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with photorealistic rendering and real-time global illumination. Thesis contains overview of algorithms used for real-time global illumination of which the Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields was implemented. This algorithm uses hardware accelerated ray tracing to compute global illumination in a scene. Hardware ray tracing requires use of new generation of graphics API from which Vulkan was choosen for this thesis. 
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
A Methodical Approach to the Evaluation of Light Transport Computations
Tázlar, Vojtěch ; Wilkie, Alexander (advisor) ; Kondapaneni, Ivo (referee)
Photorealistic rendering has a wide variety of applications, and so there are many rendering algorithms and their variations tailored for specific use cases. Even though practically all of them do physically-based simulations of light transport, their results on the same scene are often different - sometimes because of the nature of a given algorithm or in a worse case because of bugs in their implementation. It is difficult to compare these algorithms, especially across different rendering frameworks, because there is not any standardized testing software or dataset available. Therefore, the only way to get an unbiased comparison of algorithms is to create and use your dataset or reimplement the algorithms in one rendering framework of choice, but both solutions can be difficult and time-consuming. We address these problems with our test suite based on a rigorously defined methodology of evaluation of light transport algorithms. We present a scripting framework for automated testing and fast comparison of rendering results and provide a documented set of non-volumetric test scenes for most popular research-oriented render- ing frameworks. Our test suite is easily extensible to support additional renderers and scenes. 1
Photon Splatting Using a View-Sample Cluster Hierarchy
Kiss, Marcel ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with the techniques of global illumination of the scene. The theoretical part discusses various techniques, focusing on processing in real-time using various optimization methods. It focuses to the technology of photon splatting using view sample cluster hierarchy. The main part is analysis, implenetation and measurement of mentioned method.
Fluorescence Computations in a Hero Wavelength Renderer
Mojzík, Michal ; Wilkie, Alexander (advisor) ; Kondapaneni, Ivo (referee)
Within the last decade, the offline rendering branch of computer graphics has moved towards the concept of physically-based rendering by using the path tracing algorithm. One such physically-based effect is fluorescence, where light is absorbed at one wavelength and re-emitted at another. However, to properly capture this effect, one has to utilize spectral path tracing, as opposed to colour- based path tracing. Spectral path tracing by itself suffers from colour noise, which can be reduced by utilizing the so-called Hero Wavelength Spectral Sampling (HWSS). The inclusion of wavelength shifting induced by fluorescence requires modifications to the base path tracing algorithm that HWSS wasn't designed for. This thesis provides the overview of path tracing, the current state-of-art for in- clusion of fluorescence in a rendering system, along with relevant technical details, the overview of HWSS itself as well as mathematical formulation that enables the combination of fluorescence and HWSS. Additionally, this thesis also proposes a new approach to rendering fluorescent participating media that properly handles previously overlooked failure cases. 1
Path Tracing on GPU
Novák, David ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
The aim of this bachelor's thesis is an implemetation and following acceleration of Path Tracing algorithm. This algorithm will be implemented on the GPU using OpenGL. Above rendered scene will be built Octree data structure. Then the acceleration, which was achieved using this data structure, will be measured.

National Repository of Grey Literature : 51 records found   beginprevious21 - 30nextend  jump to record:
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