National Repository of Grey Literature 10 records found  Search took 0.01 seconds. 
Rendering Clouds in Real Time
Dostál, Radek ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This thesis is about algorithms which render clouds in real time. The theoretical section deals with clouds in real world and also describes some algorithms for modeling and rendering them. The aim of practical section is implement one of these real time algorithms and develop demonstrational application.
Volumetric Clouds
Barvíř, Marek ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
Realistic Rendering of Smoke and Clouds
Kopidol, Jan ; Žák, Pavel (referee) ; Jošth, Radovan (advisor)
This work discourses about methods of rendering volumetric data such as clouds or smoke in computer graphics and implementation of this feature to existing application. The first part is summary of techniques and tricks used in computer graphics to display such objects in scene, their pros and cons and the most used techniques of displaying volumetric data. Next part is more closely focused to choosed technique of rendering volumetric data with consideration of light behavior inside the volume (also called participating media) and basic relationships used used in computation. In following part of work there is short list of applications - renderers used to realistic rendering of scene, which are suitable for implementation of selected volumetric data rendering algorithm. Selected application - Blender is describled more deeply including its inner structure, especially rendering engine. Last part of work is dedicated to design, implementation and integration of rendering algorithm itself.
Animated Skybox Using OpenGL
Pavlík, Vít ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The Bachelor's diploma thesis addresses the operation of generating an animated skybox. The thesis was intended to demonstrate the methods, especially the procedural methods, for generating skybox applications. The main deal of the paper is devoted to an analysis of fundamental techniques for rendering particular components within a skybox application. The utmost focus is put on processes of generating colour gradients, noise functions and ways of applying thereof. Concluding part comprises an analysis of study trials to investigate different graphics content generating settings, and implementation details.
Atmospheric Efects in WebGL
Brydl, Jaroslav ; Lysek, Tomáš (referee) ; Starka, Tomáš (advisor)
This thesis deals with the simulation and rendering of atmospheric effects in WebGL using Three.js application interface. The principles of functioning and implementation of the effects of altering day and night, clouds, snow,  rain and shadows are described. Effects are mostly implemented with GLSL shaders that allow easy use across different platforms.
Volumetric Clouds
Barvíř, Marek ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
Atmospheric Efects in WebGL
Brydl, Jaroslav ; Lysek, Tomáš (referee) ; Starka, Tomáš (advisor)
This thesis deals with the simulation and rendering of atmospheric effects in WebGL using Three.js application interface. The principles of functioning and implementation of the effects of altering day and night, clouds, snow,  rain and shadows are described. Effects are mostly implemented with GLSL shaders that allow easy use across different platforms.
Animated Skybox Using OpenGL
Pavlík, Vít ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The Bachelor's diploma thesis addresses the operation of generating an animated skybox. The thesis was intended to demonstrate the methods, especially the procedural methods, for generating skybox applications. The main deal of the paper is devoted to an analysis of fundamental techniques for rendering particular components within a skybox application. The utmost focus is put on processes of generating colour gradients, noise functions and ways of applying thereof. Concluding part comprises an analysis of study trials to investigate different graphics content generating settings, and implementation details.
Rendering Clouds in Real Time
Dostál, Radek ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This thesis is about algorithms which render clouds in real time. The theoretical section deals with clouds in real world and also describes some algorithms for modeling and rendering them. The aim of practical section is implement one of these real time algorithms and develop demonstrational application.
Realistic Rendering of Smoke and Clouds
Kopidol, Jan ; Žák, Pavel (referee) ; Jošth, Radovan (advisor)
This work discourses about methods of rendering volumetric data such as clouds or smoke in computer graphics and implementation of this feature to existing application. The first part is summary of techniques and tricks used in computer graphics to display such objects in scene, their pros and cons and the most used techniques of displaying volumetric data. Next part is more closely focused to choosed technique of rendering volumetric data with consideration of light behavior inside the volume (also called participating media) and basic relationships used used in computation. In following part of work there is short list of applications - renderers used to realistic rendering of scene, which are suitable for implementation of selected volumetric data rendering algorithm. Selected application - Blender is describled more deeply including its inner structure, especially rendering engine. Last part of work is dedicated to design, implementation and integration of rendering algorithm itself.

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