National Repository of Grey Literature 11 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
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.
Generating of Voxel Scenes
Venhoda, Lukáš ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This batcherlor's thesis deals with the implementation of application, which generates voxel scenes that can be edited, or saved to a file. The work describes generating of terrain by using Perlin noise, converting voxel list to Sparse Voxel Octree structure, and a method of editing of this structure with picking voxels by using ray picking algorithm.
Voxel Cone Tracing
Pracuch, Michal ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with the global illumination in the scene by using Voxel Cone Tracing method. It is based on the voxelization of a triangle mesh scene. The voxels can be stored to a full regular 3D grid (texture) or to the hierarchic Sparse Voxel Octree for saving of the memory space. This voxel representation is further used for computations of the global indirect illumination in real time within normal triangle mesh scenes for more realistic final image. Values from the voxels are obtained by tracing cones from the pixels which we want to get illumination for.
3D Model Voxelization Using GPU for Further Processing
Brída, Ján ; Milet, Tomáš (referee) ; Španěl, Michal (advisor)
This thesis focuses on the analysis of the latest techniques for surface and solid binary voxelization of 3D models. It briefly describes current trends in this problematics and identifies a suitable method with an aim to parallelize the given solution on GPUs. It concretely explains the implementation process of the selected algorithm described in the paper Fast Parallel Surface and Solid Voxelization on GPUs , which produces a sparse voxel octree. The results are very close to those of the original authors. A new solution for extracting a smooth isosurface from this structure based on Marching Cubes is presented as well, providing up to 98 % reduction of the traversed cubes in higher resolutions. The resulting implementation is a framework usable for further voxel scene processing.
Acceleration Structure Building on GPU
Hába, Jiří ; Kula, Michal (referee) ; Starka, Tomáš (advisor)
This thesis focuses on the construction of octree for three-dimensional triangular models on graphics hardware. This acceleration structure was chosen based on a comparison of the most commonly used acceleration structures. The approach to the construction of this structure is based on the method of construction of a sparse voxel octree which is derived from the former. The process uses voxelization accelerated by the graphics card's rendering pipeline. To facilitate this process and enable the integration of the proposed procedure into future applications, this thesis also includes design of a C++ language library.
Visualization of SDF Based Scenes
Fusek, Petr ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Pole znaménkových vzdáleností (Signed Distance Fields, SDF) poskytuje alternativní metodu popisu 3D povrchů. Povrch je reprezentován funkcí SDF, která vrací vzdálenost k nejbližšímu bodu povrchu. Tyto funkce mohou být kombinovány pomocí technik podobných konstrukční geometrii pevných těles (Constructive Solid Geometry, CSG). Nicméně, algoritmy vrhání paprsků (ray-casting), které se běžně používají pro vizualizaci těchto modelů, nejsou dostatečně škálovatelné pro vykreslování velkých a složitých scén s mnoha SDF objekty v reálném čase. Tato práce, inspirovaná hrou Dreams a technologií GigaVoxel, představuje datovou strukturu pro reprezentaci a vytváření 3D modelů pomocí zmíněné SDF-CSG metody spolu s technikou vykreslování v reálném čase schopnou vykreslovat scény s velkým počtem těchto objektů pomocí datové struktury Sparse Voxel Octree (SVO), vyhodnocované na GPU v reálném čase. Vykreslování využívá techniky úrovně detailu (Level Of Detail, LOD) a algoritmus ořezávání podle viditelnosti (view frustum culling) k výběru viditelných SDF bloků s úrovní detailů úměrnou vzdálenosti od kamery. Aplikace vyvinutá v jazyce Rust s využitím grafického API wgpu umožňuje vytvářet tyto SDF modely a demonstruje představené vykreslovaní techniky. Tato aplikace by mohla sloužit základ pro budoucí vývoj jednoduchého 3D nástroje pro umělce, kteří hledají alternativu tradičního polygonálního modelování.
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.
Acceleration Structure Building on GPU
Hába, Jiří ; Kula, Michal (referee) ; Starka, Tomáš (advisor)
This thesis focuses on the construction of octree for three-dimensional triangular models on graphics hardware. This acceleration structure was chosen based on a comparison of the most commonly used acceleration structures. The approach to the construction of this structure is based on the method of construction of a sparse voxel octree which is derived from the former. The process uses voxelization accelerated by the graphics card's rendering pipeline. To facilitate this process and enable the integration of the proposed procedure into future applications, this thesis also includes design of a C++ language library.
3D Model Voxelization Using GPU for Further Processing
Brída, Ján ; Milet, Tomáš (referee) ; Španěl, Michal (advisor)
This thesis focuses on the analysis of the latest techniques for surface and solid binary voxelization of 3D models. It briefly describes current trends in this problematics and identifies a suitable method with an aim to parallelize the given solution on GPUs. It concretely explains the implementation process of the selected algorithm described in the paper Fast Parallel Surface and Solid Voxelization on GPUs , which produces a sparse voxel octree. The results are very close to those of the original authors. A new solution for extracting a smooth isosurface from this structure based on Marching Cubes is presented as well, providing up to 98 % reduction of the traversed cubes in higher resolutions. The resulting implementation is a framework usable for further voxel scene processing.
Generating of Voxel Scenes
Venhoda, Lukáš ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This batcherlor's thesis deals with the implementation of application, which generates voxel scenes that can be edited, or saved to a file. The work describes generating of terrain by using Perlin noise, converting voxel list to Sparse Voxel Octree structure, and a method of editing of this structure with picking voxels by using ray picking algorithm.

National Repository of Grey Literature : 11 records found   1 - 10next  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.