National Repository of Grey Literature 51 records found  beginprevious32 - 41next  jump to record: Search took 0.00 seconds. 
Real-time Global Illumination Computation
Šváb, Tomáš ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
Thesis examines the current research and development in the field of real-time global illumination. It concentrates on techniques that are capable of simulating dynamic environments and require only limited precomputation. It contains a theoretical as well as practical part. In the theoretical part the basics of rendering and selected global illumination methods are described, namely reflective shadow mapping, light propagation volumes and voxel cone tracing. The practical part includes implementation of selected methods, which are then tested, compared and improved. A program called R-GITE (Real- Time Global Illumination Testing Environment) was created to provide a foundation for prototyping these rendering algorithms. There are two main criteria in the testing - accuracy of the result and speed of computation. In the end we used the data from the tests to determine both the strong and the weak points of the methods and discuss usability of the methods for specific scenarios. Powered by TCPDF (www.tcpdf.org)
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
GPU implementation of the irradiance and radiance caching algorithms
Bulant, Martin ; Křivánek, Jaroslav (advisor) ; Šik, Martin (referee)
The object of this work is to create software implementing two algorithms for global ilumination computing. Iradiance and radiance caching should be implemented in CUDA framework on graphics card (GPU). Parallel implementation on GPU should dramatically improve algoritm speed compared to CPU implementation. The software will be written using already done framework for global illumunation computation. That allow to focus to algorithm implementation only. This work should speed up testing of new or existing methods for global illumination computing, because saving and reusing of intermediate results can be used for other algorithms too. Powered by TCPDF (www.tcpdf.org)
Design and evaluation of a user inteface for cinematic lighting
Růžička, Martin ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This diploma thesis deals with global illumination and generally with the process of illumination of prepared scenes. A program for illumination management was written for this purpose. It can manage both direct and indirect illumination in interactive time. Simple and comfortable user interface allows for addition, deletion and change in light settings. Different types of both point and area lights are supported. In the course of all work, the program displays current illumination of the scene. With the help of this application, a series of different experiments will be carried out. We will explore the way users work during illumination, the way they perceive different properties of global illumination, various options of its control and its comparison with common direct illumination.
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří ; Křivánek, Jaroslav (advisor) ; Wilkie, Alexander (referee)
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
Voxel Cone Tracing
Pracuch, Michal ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with the global illumination in the scene by using Voxel Cone Tracing method. It is based on the voxelization of a triangle mesh scene. The voxels can be stored to a full regular 3D grid (texture) or to the hierarchic Sparse Voxel Octree for saving of the memory space. This voxel representation is further used for computations of the global indirect illumination in real time within normal triangle mesh scenes for more realistic final image. Values from the voxels are obtained by tracing cones from the pixels which we want to get illumination for.
Lightmap Generation Tool
Růžička, Tomáš ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
This bachelor's thesis deals the design and implementation of a Lightmap Generation Tool. The aim of this thesis is to describe and demonstrate all steps which are necessary for lightmap creation, specifically unwrapping 3D object geometry process and consequently shading it by the ray-tracing method. The scene system and the used engine are also described in this thesis. This work is concluded by a several experiments, along with image documentation, followed by the possibilities of the future work.
Radiosity on GPU
Šabata, David ; Nečas, Ondřej (referee) ; Polok, Lukáš (advisor)
This work deals with the radiosity algorith, a global illumination method and its implementation in OpenGL and OpenCL libraries. At rst two of the most common global illumination methods will be presented, considering radiosity as the main topic, including its usage in realtime rendering. An introduction to the libraries used will be next, followed by description of the application implemented in C++ language. In the end the ndings of this thesis and its possible improvements will be discussed.
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.
Modern Methods of Realistic Lighting in Real Time
Szentandrási, István ; Pečiva, Jan (referee) ; Herout, Adam (advisor)
Fyzikálně přijatelné osvětlení v reálném čase je často dosaženo použitím aproximací. Současné metody často aproximují globální osvětlení v prostoru obrazu s využitím schopností moderních grafických karet. Dva techniky z této kategorie, screen-space ambient occlusion a screen-space directional occlusion jsou popsány detailněji v této práci. Screen-space directional occlusion je zobecněná verze screen-space ambient occlusion s podporou jednoho difúzního odrazu a závislostí na směrové informaci světla. Hlavním cílem projektu bylo experimentování s těmito metodami. Pro uniformní distribuci náhodných vzorek pro obě metody byla použita Halton sekvence. Pro potlačení šumu je použita bilaterální filtrace, která bere do úvahy geometrické vlastnosti scény. Metody jsou dál zrychleny použitím nižších rozlišení pro výpočet. Rekonstrukce výsledků do původní velikosti pro vytvoření konečného obrazu je realizována pomoci joint bilateral upsamplingu. Kromě metod globálního osvětlení byly v práci použity aj metody pro mapování stínů a HDR osvětlení.

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