National Repository of Grey Literature 20 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Ray Tracing on CUDA Architecture
Bidmon, Lukáš ; Polok, Lukáš (referee) ; Bařina, David (advisor)
This work presents utilization of CUDA capable graphic cards for ray tracing. First, the classic recursive ray tracing algorithm is presented and necessary math is explained for implemented objects. nVidia CUDA architecture is introduced in next chapter with explained differences from CPU computations. Following is the implementation scheme where modifications necessary for CUDA are discussed. Implementation chapter covers details about flow of the program and memory usage. Finally the CPU and GPU testing results are presented.
Real-Time Photorealistic Rendering of Voxel Scenes
Flajšingr, Petr ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The subject of this thesis is an implementation of realistic rendering of voxel scenes using a graphics card. This work explains the fundamentals of realistic rendering and voxel representation of visual data. It also presents selected hierarchical structures usable for acceleration and describes the desing of a solution focusing on the representation of voxel data and their rendering. The thesis describes libraries created as part of the project and algorithms. It also evaluates time and memory requirements of the application along with graphical output.
Visualization of Large Volumetric Data on CPU
Dlabaja, Drahomír ; Milet, Tomáš (referee) ; Španěl, Michal (advisor)
This thesis deals with the problem of displaying volumetric data that exceeds the operating memory capacity of the machine. The work describes the design of a visualization pipeline, which consists of a data structure for large volumetric data and an algorithm that visualizes such data. The proposed hierarchical data structure accelerates sampling and allows the reduction of the total amount of data that needs to be loaded into physical memory during visualization. Visualization of processed data is achieved by the ray casting method with existing optimization techniques, such as empty space skipping and early ray termination. The data structure allows up to 12x faster sampling compared to the sampling of raw large volumetric data serialized by rows. Up to 150x faster visualization of large volumetric data in near-lossless mode has been achieved compared to the fully lossless mode by utilizing the data hierarchy. The display scheme is implemented in the form of a library in C++20 language. The implementation uses acceleration by vectorization and allows easy parallelization by the user. The library provides tools for processing and visualization of large volumetric data on the CPU.
Game in a Shader
Ivanecký, Ján ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This thesis deals with design and implementation of a simple strategic game using OpenGL, whose game logic is realized by the graphics card and rendering is realized by the graphics card in one shader. It also contains introduction to OpenGL, overview of techniques used for generating procedural textures and overview of rendering methods based on Ray Casting.
Rendering Volumetric Data in Web Browser
Fisla, Jakub ; Zemčík, Pavel (referee) ; Španěl, Michal (advisor)
This thesis discusses rendering capabilities of web browsers of accelerated 3D scene rendering. It specifically deals with direct volumetric medical data visualization. It focuses on the usage of ray casting algorithm, its quality and its realistic rendering options. One of the goals was to create an application that demonstrates the ability to render three-dimensional volume data in a web browser using WebGL. The application is written in JavaSript and its 3D rendering core uses the Three.js library.
Real-Time Fluid Simulation
Fedorko, Matúš ; Polok, Lukáš (referee) ; Zemčík, Pavel (advisor)
The primary concern of this work is real-time fluid simulation on modern programmable graphics hardware. It starts by introducing fundamental fluid simulation principles with focus on Smoothed particle hydrodynamics technique. The following discussion then provides a brief introduction to OpenCL as well as contemporary GPU hardware and outlines their programming specifics in comparison with CPUs. Finally, the last two chapters of this work, detail the problem analysis and its implementation.
CPU Rendering of Large Volumetric Data
Majer, Michal ; Milet, Tomáš (referee) ; Španěl, Michal (advisor)
This work examines direct rendering of large volumetric data on the CPU. The aim was to design a parallel implementation of Ray casting algorithm in the Rust programming language and to implement Early Ray Termination and Empty Space Skipping optimizations to speed up rendering. I also designed a demo application to interactively display volumes using this algorithm. A volumetric data generator was also created as part of the work.Both optimizations in the resulting solution offer a 12× speed up. Parallelization further improves this number and renders a large volume at 3.92 FPS on the tested system. 
3D Volume Rendering Data Visualization
Kazík, Jiří ; Španěl, Michal (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 is described in detail, because it is used in implementation of graphic system designed in this thesis. Whole system is created with maximal attention to platform independence. C++ language and Open Scene Graph toolkit are used for realization, so a brief description of OSG toolkit is also present in this work.
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.
CPU Rendering of Large Volumetric Data
Svoboda, Jan ; Vlnas, Michal (referee) ; Španěl, Michal (advisor)
This thesis deals with design and implementation of a system that allows displaying large volumetric data in real time on the CPU of a conventional computer. The thesis aims to solve two biggest problems. Firstly, it aims to solve the problem with rendering itself, where this amount of data often cannot be placed into the main memory of a target computer. Secondly, it aims to solve the problem of storing of this data, where, in the case of large datasets, storing them in the storage of a target computer may not be desirable. The proposed solution contains two applications -- the server one and the client one. The server part is used as a remote storage of volumetric data that is provided to the client application in small blocks and in different qualities. The client application renders this data by the ray casting method and, according to the created strategies, performs loading and storing of required blocks in the local memory. In order to achieve high performance, the client application was implemented with an emphasis on parallelization of the main processes. The resulting system allows a user to display large datasets stored on a server's storage and to manage the datasets using a simple graphical user interface.

National Repository of Grey Literature : 20 records found   1 - 10next  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.