National Repository of Grey Literature 25 records found  previous11 - 20next  jump to record: Search took 0.01 seconds. 
Non-Realistic Video Rendering
Johannesová, Daniela ; Navrátil, Jan (referee) ; Zemčík, Pavel (advisor)
The aim of this thesis is non-realistic video rendering. It starts with a summary of existing techniques and then this thesis concentrates on selected methods that are able to work in real-time. To process video more effectivelly, we use accelleration on graphical processing unit with usage of OpenGL and GLSL.
Shader Demonstration Using OpenSceneGraph and QT Libraries
Harman, Peter ; Bartoň, Radek (referee) ; Švub, Miroslav (advisor)
Assignment of this work is to zoom in the work with vertex and fragment processor for users. Programs for these processors are called vertex and fragment shaders. They may be written in a various programming languages intended for them (HLSL, Cg...), however in the work is going to be discussed OpenGL Shading Language (GLSL). There are going to be demonstrated this techniques of advanced rendering: Phong shading, Blinn-Phong shading Lambert illumination, Gouraud shading Later on is going to be described work with library OpenSceneGraph, as a library based on OpenGL and its integration with library for generating user's interface. The result is going to be a multiplatform application demonstrating connection between QT and OpenSpaceGraph libraries with integrated tutorial describing whole process of implementation. Theoretical background is going to be included as well.
BRDF Editor
Waltl, Jan ; Pelikán, Josef (advisor) ; Kondapaneni, Ivo (referee)
Title: BRDF Editor Author: Jan Waltl Department: Department of Software and Computer Science Education Supervisor: RNDr. Josef Pelik'an, Department of Software and Computer Science Education Abstract: The goal of this thesis is to create a working environment for the development and testing of bidirectional reflectance functions (BRDFs). The result of our work is a graphical application that offers tools to write these BRDFs, see how they behave on dynamic 2D graphs and in simple scenes. To achieve this, we created a general framework for physically based rendering algorithms. With the help of accelerating in hardware, in particular graphics cards(GPUs), we use OpenCL API to boost performance and allow interactive work with the developed functions. As part of the work, we implemented the path tracing algorithm capable of rendering realistic-looking scenes with indirect lighting from area lights and an environment light. The used algorithm uses importance sampling to greatly improve convergence speed and allows writing these custom sampling strategies for the written BRDFs and seeing how they match the BRDF, thus testing their effectiveness. Keywords: BRDF OpenCL photo-realistic rendering path tracing GPU iii
Complex Scene Rendering on Mobile Devices
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.
Physically Based Shading
Matěj, Šimon ; Lysek, Tomáš (referee) ; Starka, Tomáš (advisor)
This thesis deals with imaging of materials in computer graphics, using rendering methods based on physical properties of these materials. Physical principles of light propagation and its interactions with objects are analyzed, several rendering methods based on these principles are described and then analyzed for suitability in implementations. Some of these methods are demonstrated in application.
Visualization of 3D data in biomedical applications
Karzel, Michal ; Harabiš, Vratislav (referee) ; Štohanzlová, Petra (advisor)
This thesis describes the basic principle of optical coherence tomography and prepro- cessing of the measured raw data. Preprocessing is focused mainly on noise filtration, removing artifacts, normalization, conversion and compression of raw data. In this way preprocessed data is saved in a *. PFRG file as ”preprocessed fringe data”. Those pre- processed data will be visualised by simply software, which support three methods of visualisation. Volume data represented by voxels. Reconstruction of volume by marching cube algorithm. Cuts through volume along X, Y and Z axis.
Doom-Style Game
Rakus, Roman ; Vyskočil, Michal (referee) ; Pečiva, Jan (advisor)
Usage of effects in computer games is huge. Emphasis is put on the nicest pictures for the lowest price. The newest graphical adapters and technologies are used. In this thesis is described and implemented procedure how to create some effects such as particle systems, per-pixel lighting, normal bump mapping and fake volumetric lines with usage of OpenSceneGraph, shaders and others.
Advanced Rendering Techniques in OpenGL 2.0
Salajka, Vojtěch ; Havel, Jiří (referee) ; Švub, Miroslav (advisor)
This thesis deals with the interactive computer graphics on programmable hardware. The usage of shaders for creation of graphic effects is demonstrated by examples. It is explained how to use OpenGL library and GLSL language for their implementation. A new 3D model format was developed for the purposes of the examples.
Graphics Intro 64kB Using OpenGL
Juránková, Markéta ; Havel, Jiří (referee) ; Herout, Adam (advisor)
The aim of the master's thesis is to create a graphic intro with the limited size of 64kB. Brief history of a demoscene and the graphics library OpenGL is introduced in the following text. The main part of the work is a description of minimal graphics techniques used in a creative process and their further application in the final programme.
Educational Game on XNA Platform
Vlková, Lenka ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This work deals with design and implementation of a game based on the XNA platform. It describes the platform and its possibilities of game development for both the PC and the Xbox 360 console. The implemented game is called NanoHeal and it is about the treatment of various health problems. The work also investigates graphic techniques such as non-photorealistic rendering, the depth of field effect and particle systems. These techniques are used to achieve the distinguished look of the game. Key features of the game were evaluated in the online questionnaire.

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