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Shadow Volumes in OpenGL
Salvet, Jan ; Pečiva, Jan (referee) ; Havel, Jiří (advisor)
This thesis is focused on one particular method of shadowing in computer graphics. It not only describes basic theory, but also deals with actual implementation using modern OpenGL. It includes performance tests of several versions of this method using a testing application. The results show clear advantage of computing shadows on graphics card.
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Improvements of Shadow Rendering
Kobrtek, Jozef ; Kozlíková, Barbora (referee) ; Váša, Libor (referee) ; Herout, Adam (advisor)
Táto práca sa zaoberá inkrementálnym zlepšením techniky tieňových telies. V práci sa popisuje vylepšenie vykresľovania z pohľadu robustnosti kde bol navrhnutý nový spôsob deterministického výpočtu siluety na rôznych platformách. Táto technika bola v ďalšom kroku zjednodušená a celý algoritmus tieňových telies implementovaný prostredníctvom hardvérovej teselácie. Ďalej bola navrhnutá metóda akcelerovanej extrakcie siluety z modelu pomocou oktálového stromu. Navrhnuté metódy boli v závere porovnané s aktuálnymi modernými algoritmami s tvrdými všesmerovými tieňmi.
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Rendering of Shadows in Graphics Scenes Using Shadow Volumes
Starka, Tomáš ; Herout, Adam (referee) ; Pečiva, Jan (advisor)
This work concerns itself with choosen methods of shadows in computer graphics. In short it discuses both shadow maps and shadow volumes, with their advantages and disadvantages. Then it employs itself on shadow volumes and their implementation utilizing Open Scene Graph toolkit. It deals with z-pass and z-fail methods and some possible optimizations. Moreover, it contains measuring of FPS and comparison of fill consumption of the scene and shadow volumes on various scenes.
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Rendering of Shadows in a Scene with DirectX
Kobrtek, Jozef ; Havel, Jiří (referee) ; Navrátil, Jan (advisor)
This work discusses shadowing methods, analyses them and describes implementation in DirectX 11 API. Theoretical part describes historical evolution of shadow usage in 3D applications and also analyzes shadowing algorithms. This work compares 2 variants of shadow mapping algorithm for omnidirectional lights, based on cube mapping and paraboloid projection, on demo application using quality, performance and implementation aspects.
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Comparison of Shadow Methods
Kiss, Marcel ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This thesis talks about comparison of shadow casting techniques within a scene. In the theoretical part, it describes and compares possible solutions of shadow casting and more detailed about Shadow Mapping and Shadow Volumes, which are among the most commonly used real-time shadowing techniques. The main part is about design and implementation of these two shadow methods using the OpenGL library. In the measurement part it compares methods based on measured values. The outcome of my measurements can be found in the final part of my thesis.
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Improvements of Shadow Rendering
Kobrtek, Jozef ; Kozlíková, Barbora (referee) ; Váša, Libor (referee) ; Herout, Adam (advisor)
Táto práca sa zaoberá inkrementálnym zlepšením techniky tieňových telies. V práci sa popisuje vylepšenie vykresľovania z pohľadu robustnosti kde bol navrhnutý nový spôsob deterministického výpočtu siluety na rôznych platformách. Táto technika bola v ďalšom kroku zjednodušená a celý algoritmus tieňových telies implementovaný prostredníctvom hardvérovej teselácie. Ďalej bola navrhnutá metóda akcelerovanej extrakcie siluety z modelu pomocou oktálového stromu. Navrhnuté metódy boli v závere porovnané s aktuálnymi modernými algoritmami s tvrdými všesmerovými tieňmi.
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