National Repository of Grey Literature 85 records found  beginprevious76 - 85  jump to record: Search took 0.01 seconds. 
Volumetric Efects Accelerated on GPU
Kubovčík, Tomáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
This thesis deals with simulation and rendering of fluid based volumetric effects, especially effect of fire and smoke. Computations are accelerated on graphics card using modern graphics API with motivation to achieve realistic visual results as well as physically correct calculations. Implemented volumetric effects are distributed as dynamic library which allows addition of these effects to existing applications.
GPU Implementation of Resampling Antialiasing
Svoboda, Ondřej ; Lysek, Tomáš (referee) ; Starka, Tomáš (advisor)
The aim of this thesis is the implementation of resampling antialiasing for OpenGL. This thesis is based on already existing solution for DirectX. We are introducing several antialiasing methods used in todays graphical aplications. Next we are describing application implementation with differences against the original solution. Our implementation of resampling antialiasing was compared with other antialiasing methods and with the original solution. Image quality and performace were evaluated.
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.
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
GPU Raytracer for OSG
Kantor, Jiří ; Horváth, Zsolt (referee) ; Starka, Tomáš (advisor)
This work describes creation of a simple raytracer for OpenSceneGraph, which performs its operations on the graphics card. Things, that needed to be done in OpenSceneGraph in order to pass data to the GPU and also several ray-triangle intersection methods, are described in this work.
3D WebGL Game with Physics
Maixner, David ; Starka, Tomáš (referee) ; Horváth, Zsolt (advisor)
This bachlor thesis discusses the possibility of creating games for web browsers. It focuses on making of 3D web graphics using WebGL. This thesis chooses frameworks for easing up the work. The thesis also describes design and implementation of 3D web game with physics with use of selected frameworks. Finally it discusses testing of the application.
Client for 3D Client/Server Chess
Starka, Tomáš ; Kubíček, Radek (referee) ; Herout, Adam (advisor)
Bachelory work is a corner-stone for project which employs itself with playing board games via internet. It outlines some of board games issues and for a fraction of them is designed a system that stands on an application protocol called BGame which was created for that purpose. Th e Chess has been chosen as a testing game. Whole implementation is on Java platform.
Rendering of Shadows in Graphics Scenes Using Shadow Volumes
Starka, Tomáš ; Herout, Adam (referee) ; Pečiva, Jan (advisor)
This work concerns itself with choosen methods of shadows in computer graphics. In short it discuses both shadow maps and shadow volumes, with their advantages and disadvantages. Then it employs itself on shadow volumes and their implementation utilizing Open Scene Graph toolkit. It deals with z-pass and z-fail methods and some possible optimizations. Moreover, it contains measuring of FPS and comparison of fill consumption of the scene and shadow volumes on various scenes.
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.
Displacement Mapping with Virtual Textures
Čulen, Jozef ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
This thesis describes technique for adding roughness to surface of models called displacement mapping with virtual textures. Efficiency and visual quality of displacement mapping will be compared to normal mapping. Thesis also briefly describes some of lightning models and former techniques for adding details to smooth surface.

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