National Repository of Grey Literature 88 records found  beginprevious79 - 88  jump to record: Search took 0.01 seconds. 
3D Volume Rendering Data Visualization
Němeček, Pavel ; Kubíček, Radek (referee) ; Kršek, Přemysl (advisor)
The first part of this project is focused on theoretical analysis of methods for rendering volume data. Both methods are analyzed showing the volume data using triangle mesh, and methods for direct volume rendering. Ray Casting is presented in detail. Possible way of its realization using graphics card is the subject of implementation part. The paper presents several methods that could be applied to ray casting and achieve different results of visualization of the same data. The work also aims to create a  graphical user interface that allows interactive visualizations.
Methods for Soft Shadows Rendering
Ondruška, Jiří ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This thesis discusses two different methods for creating soft shadows. Shadow volumes and shadow mapping, more accurately Variance Soft Shadow Mapping. It presents theory for these shadow algorithms as well as theory for few others which are necessary for understanding. Further it describes how to implement these methods and evaluates these implementations. Shadow volumes are based on creating additional geometry to the scene which serves for specifying region of penumbra. VSSM algorithm is a improved version of classic shadow mapping.
Graphics Intro 64kB Using OpenGL
Sykala, Filip ; Polok, Lukáš (referee) ; Herout, Adam (advisor)
Master's Thesis is about the techniques of creating a small executable program with size limited to 64kB. Describes one of the possible ways to use OpenGL for such purposes. With more detail describe the rigid body simulation, creating shaders, dynamic generating of texture and make music in intro scene applications. Presents using of WinApi to create windows, V2 synthetizer for sound and GLSL language for creating shaders. Everything is demonstratively created under Windows.
Terrain LoD Algorithm Implementation
Radil, Přemek ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
Debugging Tool for Shaders
Konečný, Jiří ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
Visual Effects in 3D Applications
Duží, Martin ; Zemčík, Pavel (referee) ; Navrátil, Jan (advisor)
This master's thesis deals with the creation of visual effects in 3D graphics applications. Rendering scenes using rasterization method and OpenGL library is assumed. The theoretical part describes several selected effects and then analyzes the approach used for their implementation. It focuses on the principles of rendering passes. Subsequently, the thesis focuses on the development of a software library which aims to simplify the process of programming effects. The resulting library reduces the time and knowledge required for the creation of effects. Automatic shader code generation is performed. Substantial feature is also the possibility to combine definitions of effects into a single unit.
Rendering "Small" Plants in 3D Space
Řehánek, Jiří ; Přibyl, Jaroslav (referee) ; Herout, Adam (advisor)
This masters thesis deals with a real-time low vegetation rendering in 3D space. The low vegetation means grass and shrub. At first it looks on a implementation of vegetation in a 3D games that already exist and there investigate characteristics notable while playing and after that it comes to a evaluation of visual qualities. As next will follow design of solution of this problems and description of implementation. In final part will be summary of achieved product.
Generating Procedural Textures in Shader
Veverka, Pavel ; Navrátil, Jan (referee) ; Polok, Lukáš (advisor)
This work deals with procedural texture generation using programmable graphics pipeline in OpenGL. It describes basics of OpenGL operation and programmable shading. The main contribution is the analysis of methods used for generating procedural textures using various algorithms and noise functions, with focus on Perlin noise. The examples of procedural texture shaders are demonstrated by a C++ application, displaying 3D model of Božetěchova building.
3D Volume Rendering Data Visualization
Kazík, Jiří ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
Theoretical part of this project is focused on rendering of volumetric data. It compares and appraise individual methods and thus readers get a good basic knowledge of commonnest causes of problems. Texture Mapped Volume Rendering and Volume Ray-casting methods are described in detail and the latter method is used in implementation of graphic system designed in this thesis. Secondary goals of this work are usage of less powerful hardware for volume-rendering, methods of optimization and dynamic change of output quality.
Graphics Intro 64kB Using OpenGL
Peňáz, Martin ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This bachelor’s thesis deals with the solution of graphics intro with limited size of 64kB. The work describes methods used for creation of graphics intro. It deals with procedural generation, compiler settings and final compression by exe packer application.

National Repository of Grey Literature : 88 records found   beginprevious79 - 88  jump to record:
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