National Repository of Grey Literature 70 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Ray Tracing on CUDA Architecture
Bidmon, Lukáš ; Polok, Lukáš (referee) ; Bařina, David (advisor)
This work presents utilization of CUDA capable graphic cards for ray tracing. First, the classic recursive ray tracing algorithm is presented and necessary math is explained for implemented objects. nVidia CUDA architecture is introduced in next chapter with explained differences from CPU computations. Following is the implementation scheme where modifications necessary for CUDA are discussed. Implementation chapter covers details about flow of the program and memory usage. Finally the CPU and GPU testing results are presented.
Optimized Ray Tracing
Trojan, Martin ; Polok, Lukáš (referee) ; Zemčík, Pavel (advisor)
This thesis deals with optimization methods for ray tracing. There are discussed several methods of acceleration structures and method for reducing the complexity of calculating intersection with complex objects. Part of the text also deals with the ray tracing method and the concepts associated with this technique. For the purposes of this thesis have been created application, which is implemented ray tracing algorithm using a uniform grid for optimization.
Parallelization of Ray Tracing
Čižek, Martin ; Juránek, Roman (referee) ; Herout, Adam (advisor)
Ray tracing is widely used technique for realistic rendering of computer scenes. Its major drawback is time needed to compute the image, therefore it's usually parallelized. This thesis describes parallelization and ray tracing in general. It explains the possibility of how can be ray tracing parallelized as well as it defines the problems which may occur during the process. The result is parallel rendering application which uses selected ray tracing software and measurement of how successful this application is.
Texture Mapping
Strach, Zdeněk ; Herout, Adam (referee) ; Zemčík, Pavel (advisor)
In this master's thesis I'm engaged in problematic of texture mapping in ray tracing. Ray tracing is shortly described in the beginning. Texture mapping methods are described then, solid textures first and 2D textures follow. Implementation of MIP map method is deeply described in next chapters. The results are evaluated at the end.
Hybrid Raytracing in DXR
Polášek, Tomáš ; Matýšek, Michal (referee) ; Kobrtek, Jozef (advisor)
The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.
Modern LED luminaire concept for road lighting
Krejčí, Miroslav ; Kovářová, Klára (referee) ; Novotný, Jan (advisor)
This thesis deals with design of optical system for road lighting luminaire. In the beginning the basic photometric quantities and assessment methodology for requirements of lighting class M are described. The next step is the programming of algorithm which evaluates the road lighting requirements using few boundary conditions. The input of the algorithm is also luminous intensity (power emitted in a particular direction). By the turning the algorithm over, it is possible to evaluate the luminous intensity from the road lighting requirements. Those luminous intensities are used in the process of modification of optical lens. The ray tracing of modified models of lenses was performed to obtain the tables of luminous intensity. The values of luminous intensity are verified in the same algorithm. Finally, the comparison of results was made including several luminaires out there.
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.
Optimized Ray Tracing
Zamazal, Zdeněk ; Přibyl, Jaroslav (referee) ; Zemčík, Pavel (advisor)
This bachelor's thesis describes analysis, design and implementation of an application for reneding pictures based on optimized ray tracing. As the main optimalization is used the method of uniform space subdivision.
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.
Room Acoustics Simulation Application
Krbila, Martin ; Szőke, Igor (referee) ; Mošner, Ladislav (advisor)
This thesis deals with simulation of room acoustics. The first part of this thesis contains theoretical description of existing aproaches to simulation of acoustics and compares their strenghts and weaknesses. For the purpose of impulse response calculation, several geometrical methods were implemented, such as ray tracing, image method and a combination of those two methods. Application with graphical and text user interface was created, to allow simulation of rooms with arbitrary geometry. The application also allows user to obtain impulse response in a form of a sound file, to visualize the results and the process of sound simulation and to perform auralization. The results of the simulation were compared with measured impulse responses of real rooms. The comparison showed, that the hybrid method is the most accurate of methods implemented in this thesis, and that the best results are achieved by simulation of empty medium-sized or large rooms.

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