National Repository of Grey Literature 51 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Photorealistic Rendering
Štěrba, Maroš ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
Subject of this thesis is rendering of 3D scene using photorealistic techniques. The solution is based on bidirectional path tracing method and renders image using CPU. Application supports selected materials. Finally, application is tested and results of testing are discussed.
Radiosity on GPU
Šabata, David ; Nečas, Ondřej (referee) ; Polok, Lukáš (advisor)
This work deals with the radiosity algorith, a global illumination method and its implementation in OpenGL and OpenCL libraries. At rst two of the most common global illumination methods will be presented, considering radiosity as the main topic, including its usage in realtime rendering. An introduction to the libraries used will be next, followed by description of the application implemented in C++ language. In the end the ndings of this thesis and its possible improvements will be discussed.
Frameless Rendering
Najman, Pavel ; Pečiva, Jan (referee) ; Havel, Jiří (advisor)
The aim of this work is to create a simple raytracer with IPP library, which will use the frameless rendering technique. The first part of this work focuses on the raytracing method. The next part analyzes the frameless rendering technique and its adaptive version with focus on adaptive sampling. Third part describes the IPP library and implementation of a simple raytracer using this library. The last part evaluates the speed and rendering quality of the implemented system.
Global Illumination in Real-Time
Karas, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with photorealistic rendering and real-time global illumination. Thesis contains overview of algorithms used for real-time global illumination of which the Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields was implemented. This algorithm uses hardware accelerated ray tracing to compute global illumination in a scene. Hardware ray tracing requires use of new generation of graphics API from which Vulkan was choosen for this thesis. 
Realistic Rendering of Atmospheric Phenomena
Sabela, Ondřej ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to develop a GPU accelerated computer program which is able to simulate light scattering in the Earth's atmosphere and clouds using the simplest possible combination of various realistic rendering techniques. A detailed explanation of the physical and phenomenological background of the basic characteristics of both solid and translucent materials is included. Physically based rendering methods which are able to simulate such phenomena are presented along with several optimizations, including precomputation and lookup tables, with a focus on functional fidelity to real-world principles. The presented solution is based on data from real-world microphysical measurements. The resulting outdoor scene images can be used as background environment maps in 3D modelling and design software. The open source code can also serve as a starting point for describing the implementation of the presented rendering techniques. 
Visibility Solution in 3D Scenes
Kyloušek, Josef ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
Content of this bachelor's thesis is theoretical description and implementation of indirect scene illumination algorithm. Functionality is demonstrated in example application. Visual quality and time consumption are compared for acquired results.
Photon Mapping
Nečas, Ondřej ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This thesis deals with practical implementation of photon mapping algorithm. To achieve better results some basic and some more advanced methods of global illumination has been examined. These time demanding algorithms are often practically unusable and their further optimization is necessary. Optimized ray tracer is essential for practical implementation. Computing diffuse interreflection by Monte Carlo sampling is also very time demanding operation. Therefore it is appropriate to use it along with proper interpolation.
Shaders for the Mental Ray Renderin System
Dohnal, Jan ; Zuzaňák, Jiří (referee) ; Herout, Adam (advisor)
Goal of this diploma thesis is to get knowledge about history and evolution of computer graphic in area of realistic image synthesis, get knowledge about rendering system mental ray and about writing shader for it and write several shader. Create manual about writing  shaders for mental ray. Get knowledge about program Maya and create a tutorial hot to get the shader into it.
Photon Splatting Using a View-Sample Cluster Hierarchy
Kiss, Marcel ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with the techniques of global illumination of the scene. The theoretical part discusses various techniques, focusing on processing in real-time using various optimization methods. It focuses to the technology of photon splatting using view sample cluster hierarchy. The main part is analysis, implenetation and measurement of mentioned method.
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.

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