National Repository of Grey Literature 40 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Vertex and Pixel Shaders for 3D Visualization of grass
Dokoupil, Martin ; Chudý, Peter (referee) ; Kršek, Přemysl (advisor)
This thesis describes the way to create three-dimensional visualization of grass in computer graphic. Contains progress of grass visualization from past to present. Contains shader intro and its use for visualization. Text mention scene graph which has been used for implementation. Text describes three levels of detail and implemetation of waving grass. Text compares frame speed for each level of grass and frame speed for complete visualized grass.
Algorithms of Level of Detail in OpenSceneGraph
Hupka, Dušan ; Milet, Tomáš (referee) ; Pečiva, Jan (advisor)
Present graphic requires a lot of optimizations of rendering techniques and mathematical calculations. It is caused by increased requirements of scene's visualization. One of scene's optimizing techniques is the Level of detail. This thesis is focused on methods used by LOD in OpenSceneGraph and OpenGL library. Next it will be described how to choose the right level of detail in a scene. Later it will be explained how to simplify 3D models. These techniques will be implemented in converting tool and demonstrating application. Methods for simplify 3D models will be tested for their speed and quality.
Level of Detail for Race Track Rendering
Mohelník, Petr ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This work describes efficient race track rendering using OpenGL. It uses height map for terrain representation. The race track is rendered as polygonal model instanced on a curve using level of detail. An algorithm is proposed for using level of detail in real time even on mobile devices. Among described algorithms are dart throwing, Catmull-Rom spline, edge collapse simplification, view frustum culling. Part of this work is an application demonstrating the designed algorithm.
Optimization of Large Scale Terrain Rendering
Luner, Radek ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This work is focusing on optimization of large scale terrain rendering. It explains basic methods and data structures for optimization. It describes fundamentals of methods such as ROAM, Geometrical clipmaps, GPU Based Geometrical Clipmaps, GeoMipMapping and Chunked LOD. It explains implementation details of system for terrain optimization based on GeoMipMapping method.
Level of Detail (LOD) Algorithms in OpenSceneGraph Library
Koukolíček, Ondřej ; Kršek, Přemysl (referee) ; Pečiva, Jan (advisor)
The aim of this thesis is to explore and evaluate capabilities of the OpenSceneGraph library in the field of level of detail (LOD) algorithms. It contains introduction to the LOD issues and detailed description of techniques that are used in conjunction with this technology. Furthermore it analyses those tools available in OSG, which can be used to create an application utilizing LOD. The main part of the thesis is focused on description of design and implementation of application, which uses the LOD capabilities of OSG as well as own extension to these methods. In the conclusion, the resulting application is subjugated to a benchmark and the OpenSceneGraph librarys LOD capabilities are evaluated.
Streaming of 3D Geometry over Network
Rozehnal, Jaroslav ; Beran, Vítězslav (referee) ; Přibyl, Jaroslav (advisor)
This thesis is oriented on problematics of streaming 3D geometrics over network. Main importance is seen in efectivity of streaming, for what there is presented special protocol, working over protocol UDP, and adaptation of Level of Detail. For visualization of transmitted geometry trivial graphical engine is developed. In the end there are presented results of tests, oriented on protocol's efectivness.
The Walkthrough Aplication in Large 3D Terrain
Panáček, Petr ; Mikolov, Tomáš (referee) ; Bartoň, Radek (advisor)
Rendering of large terrain is common problem in 3D computer graphics. Even if we have high-tech hardware equipment today, there is still a lot of high computational demand. Therefore new algorithms are developed. These algorithms include level of detail rendering and culling objects in dependence on view of camera. This bachelor thesis describes one of these algorithms and its modifications. Part of the problem is also creation of tiles hierarchy for these algorithms. Result of the thesis is application implemented in OpenSceneGraph.
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
Terrain LoD Algorithm Implementation
Radil, Přemek ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.

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