National Repository of Grey Literature 9 records found  Search took 0.00 seconds. 
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.
Generating Procedural Textures in Shader
Veverka, Pavel ; Navrátil, Jan (referee) ; Polok, Lukáš (advisor)
This work deals with procedural texture generation using programmable graphics pipeline in OpenGL. It describes basics of OpenGL operation and programmable shading. The main contribution is the analysis of methods used for generating procedural textures using various algorithms and noise functions, with focus on Perlin noise. The examples of procedural texture shaders are demonstrated by a C++ application, displaying 3D model of Božetěchova building.
Web applications supporting education of 2D computer graphics
Drápela, Zbyněk ; Sysel, Petr (referee) ; Rajmic, Pavel (advisor)
The bachelor thesis deals with two-dimensional computer graphics. Specifically, Bézier curves, increasing their degree without changing their shape and performing subdivision. Furthermore, the Catmull--Clark subdivision algorithm and synthesis of procedural textures. The work aimed to describe the theoretical basis of these areas and to create four web applets using JavaScript and HTML, which will be used as an aid in teaching computer graphics.
Perlin noise functions for generation of textures
Jakubíková, Radka ; Sysel, Petr (referee) ; Rajmic, Pavel (advisor)
This work deals with Perlin noise function in theoretical and practical way. Procedural textures can be generated by Perlin noise function. Perlin´s algorithm has many advantages, for example natural appearance, smaller demands on memory capacity and possibility of simple application on cubic objects. It is for these reasons that this technique is widely used nowadays in many varieties and improvements. We can meet these kind of textures mainly in computer games or animated movies. It is possible to create procedural textures by Perlin noise function so that they look like marble, wood or grass. Examples of these textures are generated by a program which is in the practical part of this work. The program was designed for simple presentation of procedural textures made by Perlin noise. Program can be operated via user interface, where the user can change some parameters which affect the look of the texture. The program can be used for presentation of Perlin noise to students.
Web applications supporting education of 2D computer graphics
Drápela, Zbyněk ; Sysel, Petr (referee) ; Rajmic, Pavel (advisor)
The bachelor thesis deals with two-dimensional computer graphics. Specifically, Bézier curves, increasing their degree without changing their shape and performing subdivision. Furthermore, the Catmull--Clark subdivision algorithm and synthesis of procedural textures. The work aimed to describe the theoretical basis of these areas and to create four web applets using JavaScript and HTML, which will be used as an aid in teaching computer graphics.
Rychlá implementace procedurálních 3D textur
Frívaldský, Dalibor ; Křivánek, Jaroslav (advisor) ; Beneš, Jan (referee)
Procedurally generated noise textures play a key part in the world of computer graphics. However, their computation is very time consuming. Generating noise for rendering of photo-realistic scenes may require large amount of hardware resources. Efficient use of these resources is beneficial in the trend of ever-increasing amount of details in the rendered scenes. In this thesis we develop a series of optimized algorithms for the popular Improved Perlin noise and the new Gabor noise. We will employ SIMD features of the modern generation of general purpose processors to achieve efficient use of hardware resources. These algorithms will be integrated into the MentalRay ray-tracing rendering engine and their effectiveness demonstrated in various scenes. Powered by TCPDF (www.tcpdf.org)
Perlin noise functions for generation of textures
Jakubíková, Radka ; Sysel, Petr (referee) ; Rajmic, Pavel (advisor)
This work deals with Perlin noise function in theoretical and practical way. Procedural textures can be generated by Perlin noise function. Perlin´s algorithm has many advantages, for example natural appearance, smaller demands on memory capacity and possibility of simple application on cubic objects. It is for these reasons that this technique is widely used nowadays in many varieties and improvements. We can meet these kind of textures mainly in computer games or animated movies. It is possible to create procedural textures by Perlin noise function so that they look like marble, wood or grass. Examples of these textures are generated by a program which is in the practical part of this work. The program was designed for simple presentation of procedural textures made by Perlin noise. Program can be operated via user interface, where the user can change some parameters which affect the look of the texture. The program can be used for presentation of Perlin noise to students.
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.
Generating Procedural Textures in Shader
Veverka, Pavel ; Navrátil, Jan (referee) ; Polok, Lukáš (advisor)
This work deals with procedural texture generation using programmable graphics pipeline in OpenGL. It describes basics of OpenGL operation and programmable shading. The main contribution is the analysis of methods used for generating procedural textures using various algorithms and noise functions, with focus on Perlin noise. The examples of procedural texture shaders are demonstrated by a C++ application, displaying 3D model of Božetěchova building.

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