National Repository of Grey Literature 12 records found  1 - 10next  jump to record: Search took 0.01 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.
Photorealistic Rendering of 3D Scenes
Vlnas, Michal ; Milet, Tomáš (referee) ; Zemčík, Pavel (advisor)
This thesis proposes a concept of sampling, especially for path tracing like algorithms, for faster convergence of the scene, using a local radiance approximation in the scene with hemispherical harmonics, which allows more effective way of ray casting on the given surface. In the first part, the basics of photorealistic rendering are introduced together with commonly used algorithms for image synthesis. The mathematical apparatus used in this thesis is defined in the second part of the thesis. Subsequently, existing solutions in this area are presented. The following chapter summarizes state-of-the-art methods in this branch. The rest of this thesis is focused on proposal and implementation of already mentioned extension.
Rendering of Voxel-Based Scenes Using Real-Time Ray Tracing
Menšík, Jakub ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
Path Tracing on GPU
Novák, David ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
The aim of this bachelor's thesis is an implemetation and following acceleration of Path Tracing algorithm. This algorithm will be implemented on the GPU using OpenGL. Above rendered scene will be built Octree data structure. Then the acceleration, which was achieved using this data structure, will be measured.
Picture generation using path tracing
Áč, Ondřej ; Dvořák, Vojtěch (referee) ; Pavlík, Michal (advisor)
This thesis deals with the problematics of computer-generated imagery using path tracing. The goal of this work is to create interactive computer program, which allows editing and rendering of photorealistic images of various scenes in real time. The work presents the concept of rendering equation, along with its known solutions, in the theoretical part of the work. Thesis describes in detail the solution using path tracing, based on the Monte Carlo integration technique, along with the benefits, it provides compared to the other techniques. Several hardware and software optimizations are then presented. Practical part of the work focuses on analysis of C++ source code and compiled assembly code whilst using hardware specific SIMD optimizations. Mandatory part of work is also the demonstration of program’s functionality, along with the measurements of achieved performance gains using manual optimizations.
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.
Guiding a Path Tracer with Local Radiance Estimates
Berger, Martin ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
Path tracing is a basic, statistically unbiased method for calculating the global illumination in 3D scenes. For practical purposes, the algorithm is too slow, so it is used mainly for theoretical purposes or as a base for more advanced algorithms. This thesis explores the possibility of improving this algorithm by augmenting the sampling part, which computes outgoing directions during ray traversal through the scene. This optimization is accomplished by creating a special data structure in a preprocess step, which describes approximate light distribution in the scene and which then aids the sampling process. The presented algorithm is implemented in the PBRT library.
Rendering of Voxel-Based Scenes Using Real-Time Ray Tracing
Menšík, Jakub ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
Photorealistic Rendering of 3D Scenes
Vlnas, Michal ; Milet, Tomáš (referee) ; Zemčík, Pavel (advisor)
This thesis proposes a concept of sampling, especially for path tracing like algorithms, for faster convergence of the scene, using a local radiance approximation in the scene with hemispherical harmonics, which allows more effective way of ray casting on the given surface. In the first part, the basics of photorealistic rendering are introduced together with commonly used algorithms for image synthesis. The mathematical apparatus used in this thesis is defined in the second part of the thesis. Subsequently, existing solutions in this area are presented. The following chapter summarizes state-of-the-art methods in this branch. The rest of this thesis is focused on proposal and implementation of already mentioned extension.
Efficient GPU path tracing in solid volumetric media
Forti, Federico ; Elek, Oskár (advisor) ; Goel, Anisha (referee)
Realistic Image synthesis, usually, requires long computations and the simulation of the light interacting with a virtual scene. One of the most computationally intensive simulation in this area is the visualization of solid participating media. This media can describe many different types of object with the same physical parameters (e.g. marble, air, fire, skin, wax ...). Simulating the light interacting with it requires the computation of many independent photons interactions inside the medium. However, those interactions can be computed in parallel, using the power of modern Graphic Processor Unit, or GPU, computing. This work present an overview over different methodologies, that can affect the performance of this type of simulations on the GPU. Different existing ideas are analyzed, compared and modified with the scope of speeding up the computation respect to the classic CPU implementation. 1

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