National Repository of Grey Literature 4 records found  Search took 0.00 seconds. 
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.
Rendering Using Deep Shadowmaps
Hypský, Jan ; Kobrtek, Jozef (referee) ; Polok, Lukáš (advisor)
In computer graphics is problematic shadow rendering. Applications require to choose the appropriate lighting and shading method with respect to speed and display quality. This work is focused on rendering the shadows and eliminate alias, arising during their creation. For to create shadows will work to implement the methods Shadow Maps and she's extensions variant Deep Shadow Maps. Shadow maps allow to create shadow independently of the scene complexity without treatment alias. Deep shadow maps are able to display shadows along with the removal of alias thereby improve the quality of shading.  For lighting scene are used local Lambert lighting models. The resulting application is created with using library OpenGL.
Rendering Using Deep Shadowmaps
Hypský, Jan ; Kobrtek, Jozef (referee) ; Polok, Lukáš (advisor)
In computer graphics is problematic shadow rendering. Applications require to choose the appropriate lighting and shading method with respect to speed and display quality. This work is focused on rendering the shadows and eliminate alias, arising during their creation. For to create shadows will work to implement the methods Shadow Maps and she's extensions variant Deep Shadow Maps. Shadow maps allow to create shadow independently of the scene complexity without treatment alias. Deep shadow maps are able to display shadows along with the removal of alias thereby improve the quality of shading.  For lighting scene are used local Lambert lighting models. The resulting application is created with using library OpenGL.
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.

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