National Repository of Grey Literature 45 records found  beginprevious36 - 45  jump to record: Search took 0.00 seconds. 
Frameless Rendering
Krupička, Vojtěch ; Navrátil, Jan (referee) ; Havel, Jiří (advisor)
This master's thesis deals with the problem of real-time rendering of computer graphics using the method of frameless rendering} as counterpart to the traditional way, which is based on switching between two output buffers. Frameless rendering method is defined and studied in greater depth and its adaptive variant, which delivers better output quality without a~significant reduction of latency, is described in detail. In addition, this thesis describes the implementation of the application which has been developed to demonstrate the principle and functionality of the frameless rendering on the selected scenes. It also includes evaluation of performed tests focused to the output quality.
Raytracing of Virtual Graphics Scenes
Rypák, Andrej ; Havel, Jiří (referee) ; Pečiva, Jan (advisor)
This thesis is dedicated to ray tracing based rendering methods, primarily the original ray tracing. Besides introducing a brief historical overview of algorithms from the family, it presents all the essential tools, techniques and physics needed for designing a rendering application in detail. A significant part of the document consists of an implementation of a photorealistic rendering application for interactive graphics 3D virtual scenes. The focus is on rendering without using any additional model information. The thesis includes descriptions and explanations of specific problems and their solutions.
Realistic Visualisation of Alcoholic Beverages Using Distributed Raytracing
Fabík, Jiří ; Maršík, Lukáš (referee) ; Polok, Lukáš (advisor)
This work is about a realistic visualization technique called raytracing. It studies its original form, its extensions and optimizations. Raytracing casts rays through pixels and follows their propagation in the scene, according to the physical laws. It enables rendering of correct shadows, reflections and refractions. Distributed raytracing serves for better visualization and advanced effects. One ray is replaced with a beam of rays that allows soft shadows, fuzzy translucency, depth of field and antialiasing. With the increasing number of rays, the render time rises as well, so it is needed to use some optimization techniques and tools. A way of using this rendering method for visualization of alcoholic beverages is also described.
Fast Ray-Triangle Intersection
Horák, František ; Navrátil, Jan (referee) ; Havel, Jiří (advisor)
This work contains a few basic terms of analytical geometry. We mention some of ray-triangle intersection computation algorithms and present some use-case examples. We discuss capabilities of CUDA, optimization techniques of this architecture and implementation with focus on given issues. Algorithms of ray-triangle intersection are tested and results are discussed.
Streaming Ray Tracer on GPU
Dvořák, Jakub ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
Current consumer GPUs can be used as high performance stream processors and are a tempting platform to be used to implement raytracing. In this paper I briefly present raytracing principles and methods used to accelerate it, modern GPUs programmable pipeline and examples of its use. I describe stream processing in general and available interfaces enabling the usage of GPU as stream processor. Then I present my GPU raytracer implementation, used algorithms and experiments I have made.
Fast Ray-Triangle Intersection
Havel, Jiří ; Zemčík, Pavel (referee) ; Herout, Adam (advisor)
Triangle is the mostly used primitive in computer graphics. Calculation of its intersection with a ray has many applications and is often a bottleneck of a program. This work focuses on its usage and various methods of calculation. It tries to combine these techniques to achieve high performance on modern processors.
Fast Computation of Ray-Triangle Intersection
Procházka, Václav ; Havel, Jiří (referee) ; Herout, Adam (advisor)
In this thesis we try to examine speed of 6 methods for ray-triangle intersection computation, which is elementary operation performed in raytracing. We examine their software implementations in C++ and SSE, for both single-ray and 4-ray packet implementation, as well as their hypothetical hardware implementation. Methods are tested with both randomly generated and real scenes and best results were measured for method Havel Herout (SSE4) among single-ray implementations and Shevtsov's method (SSE) among ray-packet implementations, where Shevtsov's method is of those two more suitable for hardware implementation.
Pathtracing on GPU
Březina, Karel ; Kobrtek, Jozef (referee) ; Polok, Lukáš (advisor)
This bachelor thesis focuses on the acceleration of rendering algorithm pathtracing. Thesis's goal is demonstration and performance comparison between implementation on CPU and GPU. Both implementations will be discussed and compared between themselves. Furthermore, will be describe possibilities of extending existing application.
Photorealistic Rendering Using "Photon Mapping" Method
Lysek, Tomáš ; Herout, Adam (referee) ; Zemčík, Pavel (advisor)
This master thesis focuses on photon mapping rendering technique. A simple photon mapping was implemented as a baseline and then progressive photon mapping was prepared for CPU and GPU. After implementing progressive photon mapping on GPU, further acceleration techniques were proposed. Finally, in the thesis, genetic clustering algorithm for suitable clusters on GPU was proposed.
Open Computing Language for .NET
Sakiqi, Fatjon ; Tichý, Vladimír (advisor) ; Pecinovský, Rudolf (referee)
This thesis concentrates on the Open Computing Language standard and the possibilities it offers to the .NET framework. By joining the advantages of these technologies one can obtain a solution, which is powerful and easy to use in many types of electronic devices, ranging from smart phones to dedicated computing servers. The practicality and efficiency of this project is verified on a series of raytracing tests, which are run using different PC components for comparison.

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