National Repository of Grey Literature 23 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Graphics Scene Visualization Using Shadow Maps
Plachý, Tomáš ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
The thesis is focused on studying shadow generating techniques in graphics applications with main focus on shadow map techniques. The thesis includes implementation of improvement for shadow map technique in demonstration application and comparing shadowing techniques together.
3D Game World in OpenGL
Buchta, David ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
Methods for Alias-Free Shadows Rendering
Posolda, Jan ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This paper concerns aliasing removal methods during the shadow displaying. Method of shadow mapping, its principles, procedure and mainly its drawbacks in the form of aliasing development are described. For the removal of this undesirable phenomenon, several aliasing suppressing methods are described - Percentage Closer Filter, Variance Shadow Map, Convulotion Shadow Map, Exponential Shadow Map a Bilateral Filter. I conclude my work with a proposal and implementation of a demonstrative application, which demonstrates the implemented results adequately. Also, the comparison of individual methods on the basis of their quality and computational demands is included.
Visibility Solution in 3D Scenes
Kyloušek, Josef ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
Content of this bachelor's thesis is theoretical description and implementation of indirect scene illumination algorithm. Functionality is demonstrated in example application. Visual quality and time consumption are compared for acquired results.
Shadowing and Lighting Acceleration
Milet, Tomáš ; Kohout, Josef (referee) ; Kolivand, Hoshang (referee) ; Herout, Adam (advisor)
Cílem této práce je prezentovat metody pro akceleraci výpočtů stínů a osvětlení.  Práce se zabývá akcelerací na vzorek přesných stínů pomocí stínových těles na různých platformách. Obsahem práce je také zvýšení přesnosti stínových map a zvýšení přesnosti osvětlování scény s mnoha světly.
Shadow Techniques on Contemporary Hardware and Their Comparison
Tóth, Michal ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
This master's project focuses on basic techniques of creating shadows in 3D computer graphics. Two basic techniques are compared. Those are shadow maps and shadow volumes. Another technique combining previouse two is proposed.
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.
Rendering Using Deep Shadowmaps
Hypský, Jan ; Kobrtek, Jozef (referee) ; Polok, Lukáš (advisor)
In computer graphics is problematic shadow rendering. Applications require to choose the appropriate lighting and shading method with respect to speed and display quality. This work is focused on rendering the shadows and eliminate alias, arising during their creation. For to create shadows will work to implement the methods Shadow Maps and she's extensions variant Deep Shadow Maps. Shadow maps allow to create shadow independently of the scene complexity without treatment alias. Deep shadow maps are able to display shadows along with the removal of alias thereby improve the quality of shading.  For lighting scene are used local Lambert lighting models. The resulting application is created with using library OpenGL.
Shadow Rendering through Translucent Materials
Mátl, Roman ; Havel, Jiří (referee) ; Navrátil, Jan (advisor)
This paper describes the calculation of shadows through translucent materials using a method called Colored Stochastic Shadow Maps and its practical implementation in OpenGL libraries. At the beginning of this work a Shadow mapping method is introduced. The next section shortly describes selected ways of dealing with rendering of transparent objects in the scene. This is followed by detailed explanation of the method Colored Stochastic Shadow Maps. The last section describes the implementation of demonstration application in C++ language, evalution of the results and proposal of options to continue the project.
High-Quality Shadow Rendering from Complex Light Sources
Navrátil, Jan ; Sochor, Jiří (referee) ; Navrátil, Jan (referee) ; Zemčík, Pavel (advisor)
V interaktivních aplikacích jsou stíny tradičně zobrazovány s pomocí algoritmu založeným na stínových mapách. Nevýhodou toho algoritmu je, že stínová mapa, reprezentovaná texturou, má pouze omezené rozlišení. To může vést k nepěkným vizuálním artefaktům objevujících se na hranách stínů. Tato práce představuje postup, který je založen na vylepšené deformaci textury. To umožní zobrazit scénu obsahující složité světelné zdroje, zredukovat artefakty na hranicích stínů a také vylepšit kvalitu stínů bez ohledu na typu scény a její konfiguraci.

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