National Repository of Grey Literature 34 records found  beginprevious25 - 34  jump to record: Search took 0.01 seconds. 
Light Propagation Volumes
Růžička, Tomáš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
The aim of master thesis is to describe different calculation of global illumination methods including Light Propagation Volumes. All three steps of LPV calculation are widely described: injection, propagation and rendering. It is also proposed several custom extensions improving graphics quality of this method. Two parts of design and implementation are focused on scene description, rendering system, shadow rendering, implementation of LPV method and proposed extensions. As conclusion, measurement and several images of application are presented, followed by comparison in environment with diffenent parameters, thesis summary with evaluation of achieved results and suggestions of further improvements.
Shadow Rendering from Omnidirectional Light Sources
Mikulica, Tomáš ; Kobrtek, Jozef (referee) ; Navrátil, Jan (advisor)
This work discusses the possibilities for shadow rendering from omnidirectional light sources using OpenGL library. In this work the Cube map shadow mapping and the Dual paraboloid shadow mapping algorithms are described. Further more, this work contains the results of a comparison of these two methods in a way of time required for shadow map creation and a comparison of visual quality of resulting shadows.
Graphics Interface for Board Games
Žerdík, Jan ; Pečiva, Jan (referee) ; Kučiš, Michal (advisor)
The Bachelor's diploma thesis covers with a graphical interface for board games. The main goal was to create a modular application allowing game playing. Implementation of graphic algorithms appropriate for limited scene of a board game is another important factor in the assignment of a project. Initial part of the paper covers theortical analysis of algorithms, the rest deals with implementation of selected ones.
Graphics Application in Python Using OpenGL
Szentandrási, István ; Kršek, Přemysl (referee) ; Navrátil, Jan (advisor)
The aim of this work was to study the possibilities of the Python programming language in computer graphics and to determine its competence in this field. To achieve this the cross platform Python binding to OpenGL and related APIs, PyOpenGL was used to create a demo, and compare it in many ways to an implementation of the demo using the standard OpenGL C API. As the result Python was found in average twice as slow as the alternative C~demo and using much more CPU~load. Because of this fact PyOpenGL is not advisable in professional applications. On the other hand Python has an extensive standard library, very useful specialized libraries, simpler syntax, which makes it ideal to use in education.
Modern Methods of Realistic Lighting in Real Time
Szentandrási, István ; Pečiva, Jan (referee) ; Herout, Adam (advisor)
Fyzikálně přijatelné osvětlení v reálném čase je často dosaženo použitím aproximací. Současné metody často aproximují globální osvětlení v prostoru obrazu s využitím schopností moderních grafických karet. Dva techniky z této kategorie, screen-space ambient occlusion a screen-space directional occlusion jsou popsány detailněji v této práci. Screen-space directional occlusion je zobecněná verze screen-space ambient occlusion s podporou jednoho difúzního odrazu a závislostí na směrové informaci světla. Hlavním cílem projektu bylo experimentování s těmito metodami. Pro uniformní distribuci náhodných vzorek pro obě metody byla použita Halton sekvence. Pro potlačení šumu je použita bilaterální filtrace, která bere do úvahy geometrické vlastnosti scény. Metody jsou dál zrychleny použitím nižších rozlišení pro výpočet. Rekonstrukce výsledků do původní velikosti pro vytvoření konečného obrazu je realizována pomoci joint bilateral upsamplingu. Kromě metod globálního osvětlení byly v práci použity aj metody pro mapování stínů a HDR osvětlení.
Rendering of Shadows in a Scene with DirectX
Kobrtek, Jozef ; Havel, Jiří (referee) ; Navrátil, Jan (advisor)
This work discusses shadowing methods, analyses them and describes implementation in DirectX 11 API. Theoretical part describes historical evolution of shadow usage in 3D applications and also analyzes shadowing algorithms. This work compares 2 variants of shadow mapping algorithm for omnidirectional lights, based on cube mapping and paraboloid projection, on demo application using quality, performance and implementation aspects.
Real-Time Illumination of a Scene
Martanovič, Lukáš ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This thesis is focused on describing methods of computation of global illumination of 3D graphics scenes in real-time. First chapter contains brief introduction to the issue of global illumination (GI) computation, as well as quick summarisation of principles of most commonly used GI computation approaches. A method of visibility computing for indirect illumination, taking advantage of Imperfect Shadow Mapping, is introduced next. After closer examination of this method and prerequisite algorithms follows a description of its practical implementation, as well as of the structure of simple demonstrative application. Next chapter then contains testing and brief examination and evaluation of resulting program's behaviour. Finally, a possible method extension by means of virtual point light clustering is proposed.
Shadow Techniques on Contemporary Hardware and Their Comparison
Tóth, Michal ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
This master's project focuses on basic techniques of creating shadows in 3D computer graphics. Two basic techniques are compared. Those are shadow maps and shadow volumes. Another technique combining previouse two is proposed.
Graphics Intro 64kB Using OpenGL
Peňáz, Martin ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This bachelor’s thesis deals with the solution of graphics intro with limited size of 64kB. The work describes methods used for creation of graphics intro. It deals with procedural generation, compiler settings and final compression by exe packer application.
Shadow Mapping: Shadow Filtering in OpenGL
Brída, Ján ; Polok, Lukáš (referee) ; Kobrtek, Jozef (advisor)
The content of this bachelor thesis discusses generation, and filtration ways of shadows in 3D applications. It describes possibilities to surpress the discretization phenomenon using certain techniques, and documents the artifacts typical for them. The reader will also learn about their performance, and quality differences, thereby being able to judge offered implementations.

National Repository of Grey Literature : 34 records found   beginprevious25 - 34  jump to record:
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