National Repository of Grey Literature 5 records found  Search took 0.00 seconds. 
Procedurally Generated Landscape in Fragment Shader
Leitner, Denis ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
This thesis deals with rendering of procedurally generated landscape without the use of input geometry or textures. It describes techniques for generation and realistic rendering of natural outdoor scenes. These techniques include terrain generation and realistic atmosphere and cloud rendering. Thesis also describes the use of raymarching for terrain and shadow rendering and realistic lighting for terrain which includes ambient and indirect light approximation.
Realistic Visualization of Snow
Chukir, Patrik ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This diploma thesis follows visualization of snow formations, which are called penitentes. This work includes also collecting the data needed to derive the optical properties of the penitentes material. Which are different phases between snow and ice. For visualization method is used Progressive Transient Photon Beams, that this work implements with the help of SmallUbpb.
Procedurally Generated Landscape in Fragment Shader
Leitner, Denis ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
This thesis deals with rendering of procedurally generated landscape without the use of input geometry or textures. It describes techniques for generation and realistic rendering of natural outdoor scenes. These techniques include terrain generation and realistic atmosphere and cloud rendering. Thesis also describes the use of raymarching for terrain and shadow rendering and realistic lighting for terrain which includes ambient and indirect light approximation.
Realistic Visualization of Snow
Chukir, Patrik ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This diploma thesis follows visualization of snow formations, which are called penitentes. This work includes also collecting the data needed to derive the optical properties of the penitentes material. Which are different phases between snow and ice. For visualization method is used Progressive Transient Photon Beams, that this work implements with the help of SmallUbpb.
Procedurally Generated Volumetric Cloudscapes for Unity
Koblížek, Jan ; Kahoun, Martin (advisor) ; Rittig, Tobias (referee)
Title: Procedurally Generated Volumetric Cloudscapes for Unity Author: Jan Koblı́žek Department: Department of Software and Computer Science Education Supervisor: Mgr. Martin Kahoun, Department of Software and Computer Science Edu- cation Abstract: The traditional approach to cloud rendering in computer games is based on static sky- boxes or a set of static textures. Volumetric clouds used to be too computationally expensive, but with advances in GPU performance, they were successfully used in recent gaming titles. This thesis presents an implementation of real-time volumetric clouds for the Unity game engine. Clouds are described by multiple textures (both 3-dimensional and 2-dimensional) and rendered using a ray marching algorithm. The resulting implementation allows three types of low altitude clouds - cumulus, stra- tocumulus and stratus. The user can seamlessly transition between different coverages, times of the day, and animate clouds based of the speed and direction of the wind. Clouds support advanced lighting effects such as casting soft shadows and sun shafts. Keywords: clouds, volumetric raymarching, real-time rendering, Unity (game engine) 1

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