National Repository of Grey Literature 14 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Photorealistic Rendering
Lysek, Tomáš ; Kučiš, Michal (referee) ; Zemčík, Pavel (advisor)
The thesis describes implementation of photorealistic method. The first part describes the procedures and techniques, that are used to display photorealistic scenes such as raytracing, radiosity or photon mapping and other techniques used in computer graphics. The second part of thesis is focused on evaluation of current state of problem. In this part is also described reason of choosing this topic and thesis assignment is there more specified. The last part of thesis is focused on implementation details of photorealistic method.
Numerical Modelling of the Light Source
Pavelka, Adam ; Koňas,, Petr (referee) ; Kadlec, Radim (advisor)
The master’s thesis deals with photometry units used in light engineering. There are defined the methods of modelling the illumination systems, their advantages, disadvantages and possibilities of using. Furthermore, the thesis deals with modelling of two illumination systems by ray-tracing in programming environment of MATLAB. The master’s thesis describes the analysis of the problem and the program designing process. Acquired model results are then compared with the real measurements of both illumination systems which allow the discussion of the results and the deviations of the models.
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.
Optimized Ray Tracing
Trojan, Martin ; Polok, Lukáš (referee) ; Zemčík, Pavel (advisor)
This thesis deals with optimization methods for ray tracing. There are discussed several methods of acceleration structures and method for reducing the complexity of calculating intersection with complex objects. Part of the text also deals with the ray tracing method and the concepts associated with this technique. For the purposes of this thesis have been created application, which is implemented ray tracing algorithm using a uniform grid for optimization.
Rendering Biliard Balls Using Distributed Ray Tracing
Krivda, Marian ; Juránek, Roman (referee) ; Herout, Adam (advisor)
This thesis is concerned in the method of realistic rendering using a distributed raytracing. This method simulates various visual effects and generates high realistic 2D images. The work analyses the problem and explains principles of solution related to this technique. There is also descriprion of the method of simple reytracing which provides a basis for the distributed raytracing. A part of work is specialized for optimalization of distributed raytracing.
Methods of Realistic Rendering
Veselý, Ivo ; Hradiš, Michal (referee) ; Zemčík, Pavel (advisor)
This thesis deals with possibility of operation of realistic graphics on commonly used technical equipment. There are discussed methods of realistic rendering for the purposes of the thesis. Especially the method of Ray tracing. The acceleration techniques and abstractions of reality are explained. They are necessary for real-time running such a time-consuming system. The bounding volume hierarchy is hardly discussed. A part of the text is also focused on additional techniques for scene building and for material characteristics of models. There is a section focused on lighting models because of lighting lets us to see things. Great part of thesis is focused on techniques of connecting standard rendering methods and details computed independently at software. On the other hand there are mentioned alternative techniques that are considered as possible future move.
Hypertextury v JaGrLib
Bártová, Kristina ; Pelikán, Josef (advisor) ; Pavlík, Ivo (referee)
The object of this work is to implement and test ray marching algorithm in graphical library JaGrLib. Through the use of this algorithm, we will be able to render hypertextures - objects with very complex surface or with not well defined boundary surface. In this project we will make use of already implemented ray tracing algorithm, which we will extend to the march method. Ray marching will be tested on soft objects and the functions used to create hypertextures will be defined by noise and fractal functions.
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.
Optimized Ray Tracing
Trojan, Martin ; Polok, Lukáš (referee) ; Zemčík, Pavel (advisor)
This thesis deals with optimization methods for ray tracing. There are discussed several methods of acceleration structures and method for reducing the complexity of calculating intersection with complex objects. Part of the text also deals with the ray tracing method and the concepts associated with this technique. For the purposes of this thesis have been created application, which is implemented ray tracing algorithm using a uniform grid for optimization.
Methods of Realistic Rendering
Veselý, Ivo ; Hradiš, Michal (referee) ; Zemčík, Pavel (advisor)
This thesis deals with possibility of operation of realistic graphics on commonly used technical equipment. There are discussed methods of realistic rendering for the purposes of the thesis. Especially the method of Ray tracing. The acceleration techniques and abstractions of reality are explained. They are necessary for real-time running such a time-consuming system. The bounding volume hierarchy is hardly discussed. A part of the text is also focused on additional techniques for scene building and for material characteristics of models. There is a section focused on lighting models because of lighting lets us to see things. Great part of thesis is focused on techniques of connecting standard rendering methods and details computed independently at software. On the other hand there are mentioned alternative techniques that are considered as possible future move.

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