National Repository of Grey Literature 22 records found  beginprevious13 - 22  jump to record: Search took 0.01 seconds. 
Non-Euclidean Raytracer
Kostelník, Martin ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This bachelor's thesis deals with the real-time ray tracing algorithm enhanced by non-euclidean spaces. The goal is to design and implement an interactive application, which allows the user to move around in a 3D scene. All computations are performed by the CPU. In total, four non-euclidean elements are implemented. These include portals, warped tunnels, shrinking and rotation tunnels. The result of this project is an interactive application consisting of eight sample scenes demonstrating the non-euclidean elements.
Real Time Visualization of Chaotic Functions
Teichmann, Antonín ; Elek, Oskár (advisor) ; Wilkie, Alexander (referee)
Fractals are a fundamental natural structure that has fascinated the sci- entific community for a long time. To allow for better understanding of fractals, visualization techniques can be used. The focus of this thesis is real-time rendering of fractals that are similar to the Mandelbrot set or the Newton fractal. Detailed exploration of these fractals is complicated due to their recursive-manner which leads to the fact that rendering them is com- putationally demanding. Existing solutions do not work in real-time or have low visual quality. We want to change that and allow high-quality real- time rendering. During our analysis of the problem, we generalize fractals to chaotic functions. To achieve high-quality rendering with low overhead, we introduce a method for adaptive super-sampling of chaotic functions. To achieve real-time performance, we show how to use sample reuse, foveated rendering, and other techniques. We implement a parallel, GPU-based, high- quality renderer that runs in real-time and produces visually-attractive views of given fractals. The program can visualize any given chaotic function. This way, we open the realm of real-time visualization of chaotic functions to the public and lay a basis for future research. 1
Clustered Deferred Shading in Vulkan API
Karas, Matej ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with application development for rendering many lights in real-time using next generation graphics API. Text of thesis contains reasoning of new generation graphics API and theory for methods used for rendering many lights in real-time. The conclusion discusses performance of implementation, possibilities for improvements and options of future work.
Creation of the Graphic Library for VST Plug-Ins
Dufka, Filip ; Kříž, Petr (referee) ; Přikryl, Lubor (advisor)
Master‘s thesis covers use of graphical user interface in audio plug-ins. In first part structure and rendering techniques of audio plug-ins graphical libraries are described. Their efficiency and their way of memory utilization is questioned. Next part puts these techniques in comparison with the state of the art methods used in computer graphics and gaming industry. Their possible use in audio graphical interafaces is analyzed. In the following part, thesis finds solutions to uneffective methods in frequently used situations by presenting deferred shading into audio parameter editor with the goal of photorealistic rendering. Second introduced technique of „Knob Normal Maps“ reduces number of images needed for rendering of turning knob from hundereds to six with comparable results. Goal of diploma thesis was to create graphical library. Graphical library with name RealBox was created, and introduced techniques are the core features. Library reduces work needed to achieve graphical user interfaces for 2D and 3D cases of use. Full class and method documentation for RealBox library was assembled. Library was tested during creation of three VST plugins, with different approaches and emphasis on quick work and fine rendering. Graphical library offers new, faster way of creating audio plug-in interfaces.
Shadow Rendering Using View Frustum Splitting Methods in OpenGL
Roháček, Dominik ; Starka, Tomáš (referee) ; Kobrtek, Jozef (advisor)
The content of this thesis discusses the generation of cascaded shadow maps in 3D applications. It describes two chosen methods of view frustum splitting into sub-frustum and discusses their differences. It was developed an application for analysation purposes in OpenGL which shows their advantages and disadvantages on three testing scenes. This work is focused on a comparison of drawing each split separately and using layered rendering. Data analysis proved some advantages of layered rendering. The PSSM was faster in accord to data analysis, but SDSM, on the other hand, produces more accurate shadows.
Real-Time Light Transport in Analytically Integrable Participating Media
Iser, Tomáš ; Elek, Oskár (advisor) ; Horáček, Jan (referee)
The focus of this thesis is the real-time rendering of participating media, such as fog. This is an important problem, because such media significantly influence the appearance of the rendered scene. It is also a challenging one, because its physically correct solution involves a costly simulation of a very large number of light-particle interactions, especially when considering multiple scattering. The existing real-time approaches are mostly based on empirical or single-scattering approximations, or only consider homogeneous media. This work briefly examines the existing solutions and then presents an improved method for real-time multi- ple scattering in quasi-heterogeneous media. We use analytically integrable den- sity functions and efficient MIP map filtering with several techniques to minimize the inherent visual artifacts. The solution has been implemented and evaluated in a combined CPU/GPU prototype application. The resulting highly-parallel method achieves good visual fidelity and has a stable computation time of only a few milliseconds per frame.
Realistic hair rendering in Autodesk Maya
Svoboda, Tomáš ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This thesis describes a real-time hair rendering in 3D animation and modeling software Autodesk Maya. The renderer is part of the Stubble project a - Maya plug-in for hair modeling. The presented renderer provides a high-quality interactive preview that allows fast hair modeling without the need for rendering in slow off-line renderers. The goal of this work is to create a renderer that can generate images in real-time that are as close as possible to the output of the 3Delight renderer - a plug-in for Maya that is based on RenderMan standards.
Real-Time Rendering of a Scene With Many Pedestrians
Pfudl, Václav ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
The aim of this thesis was to implement a software that would be able to render, simulate and record a scene with walking pedestrians in real-time, with emphasis on rendering level of realism. The output of the application could serve as an input test data for people counting systems or similar systems for video recognition. The problem was divided into three major subproblems: character animation, artificial intelligence for character movement and advanced rendering techniques. The character animation problem is solved by the skeletal animation of the model. To achieve the characters moving in a scene autonomously path finding(A* algorithm) and group behaviors(steering behaviors) were implemented. Realism in a scene is added by implemented methods such as normal-mapping, variance shadow-mapping, deffered rendering, skydome, lens flare effect and screen space ambient occlusion. Optimaliaztion of the rendering was implemented using octree data structure for space partitioning. Rendering stage of a scene can be easily parametrized through implemented GUI. Implemented application provides the user with easy way of setting a scene with walking pedestrians, setting its visualization and to record the result.
Graphics Demo Employing Procedural Textures
Drevický, Dušan ; Matýšek, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the design and implementation of a size-limited 64 kB graphics demo. Procedural generation is used for the definition of structure and appearance of realistic natural terrain. The terrain is described by a heightmap based on noise functions described in this work. Rendering utilizes the ray marching method and is done in real time. All parts of the implementation described in this work were created exclusively within the fragment shader of the GPU.
Rendering Using Deep Shadowmaps
Rejent, Tomáš ; Starka, Tomáš (referee) ; Polok, Lukáš (advisor)
Rendering shadows of transparent objects in real-time applications is difficult. The number of usable methods is limited by the available computing power. Depth Peeling and Dual Depth Peeling methods are described in this document. These allow rendering of transparent objects without the need of sorting them. Deep Shadow Maps are described as a method for rendering shadows of transparent objects. These methods were used to create an demonstration application. This application provides rendering of transparent objects and their shadows, including colored ones. The Application is build upon OpenGL and Qt framework. Evaluation of rendering speed according to various parameters is also part of this work.

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