National Repository of Grey Literature 7 records found  Search took 0.00 seconds. 
Spectral Rendering
Novotný, Jiří ; Pelikán, Josef (advisor) ; Pavlík, Ivo (referee)
The object of this thesis is to design and implement imaging system suitable for drawing transparent materials - especially gemstones. Emphasis is placed on the spectral properties of light, dispersion and refractive caustics. The input is an XML file describing the rendering scene - display configuration parameters, light sources and objects (their geometry and material properties). The application allows the use of both laboratory-measured spectroscopic data, as well as simplified models for experimental use. The output is a raster image depicting the scene. The whole calculation is based on a combination of two methods: ray tracing and photon mapping.
Photorealistic rendering
Hošala, Michal ; Pelikán, Josef (advisor) ; Pavlík, Ivo (referee)
Goal of this thesis is to provide theoretical basis for implementation of the software to be used for rendering of the photorealistic images. Application based on described theoretical background is also part of this thesis. Photorealism is achieved by describing the light and materials in the scene, togehther with proper investigation of their interactions, by using as accurate physics/optics as possible, according to the real world properties. Thesis also aims on handling and following rendering of all kinds of illumination, including indirect illumination, which is often as important component of the final images as direct illumination.
Spectral Rendering
Novotný, Jiří ; Pelikán, Josef (advisor) ; Pavlík, Ivo (referee)
The object of this thesis is to design and implement imaging system suitable for drawing transparent materials - especially gemstones. Emphasis is placed on the spectral properties of light, dispersion and refractive caustics. The input is an XML file describing the rendering scene - display configuration parameters, light sources and objects (their geometry and material properties). The application allows the use of both laboratory-measured spectroscopic data, as well as simplified models for experimental use. The output is a raster image depicting the scene. The whole calculation is based on a combination of two methods: ray tracing and photon mapping.
Hypertextury v JaGrLib
Bártová, Kristina ; Pelikán, Josef (advisor) ; Pavlík, Ivo (referee)
The object of this work is to implement and test ray marching algorithm in graphical library JaGrLib. Through the use of this algorithm, we will be able to render hypertextures - objects with very complex surface or with not well defined boundary surface. In this project we will make use of already implemented ray tracing algorithm, which we will extend to the march method. Ray marching will be tested on soft objects and the functions used to create hypertextures will be defined by noise and fractal functions.
Pokročilé zobrazování objemových dat na GPU
Pavlík, Ivo ; Pelikán, Josef (referee) ; Maršálek, Lukáš (advisor)
Volume data visualization, namely isosurfaces rendering is of use in many areas like medicine, anthropology or scienti c visualization in general. However, it is a compute-demanding technique and the real-time rendering frame rate is hard to achieve on common CPUs. However, the recent consumer graphics accelerators (GPUs) provide a high performance massively-parallel processors with reasonable general programming possibilities and thus present attractive platform for implementing mentioned rendering technique. In this work we explore the possibilities of the octree-based acceleration of ray tracingbased isosurfacing built on NVIDIA CUDA framework. We analyze and choose the octree traversal type suitable for the GPU implementation, and according to the analysis we implement a hybrid volume traversal combining the stackless variant of octree traversal and direct DDA-based grid traversal. We integrated the implementation into the WisS application { the anthropological data visualization software developed in [9]. Our implementation achieves up to 3.5-times acceleration when compared to the original DDA-based algorithm what results in notably improved the interactivity of the WisS application when used on large datasets. In the end we point on several general problems that analogical approaches on GPU have to...

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