National Repository of Grey Literature 7 records found  Search took 0.00 seconds. 
Performance Evaluation of Graphics Accelerator
Vanek, Juraj ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This paper deals with possibilities and functions of modern graphic accelerators and with measuring performance under OpenGL interface. Widespread algorithms to render scene in real-time are used. It focuses on how to test every part of accelerator's graphic pipeline as well as measure performance in rendering of advanced effects and theoretical speed at general purpose calculations through graphic processor. This testing is realized by implementing multiple test series and their further evaluation. Final application enables setting of test parameters and outputs a score, by which is possible to judge accelerator's performance in comparison among themselves.
Deferred Shading
Starý, Petr ; Švub, Miroslav (referee) ; Jošth, Radovan (advisor)
Work deals with design and implementation a tutorial for demonstration deferred shading technique and its possibilities. It explains lighting and shading principles in intuitive and interactive way. Deferred shading is a technique which determines pixel color after the geometry rasterization of the entire scene. In other words the processing of geometry does not interfere with the shading process.
Programmable Shaders in OpenSceneGraph
Czompál, Zsolt ; Španěl, Michal (referee) ; Švub, Miroslav (advisor)
Graphic processors, that are used nowadays, have programmable units called shaders. By programming these units we can achieve better results in graphical applications, than by running the effect or the program on the processor. There are different programming languages for programming these units. In this thesis I have chosen the language GLSL with OpenSceneGraph API. The main point of the following capitols is to demonstrate how do shaders work with OpenSceneGraph, and the implementation of common graphic effects.
Non Realistic Visualization on Lume Pad
Chalivopulosová, Aneta ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis focuses on methods of non-realistic rendering on Lume Pad. This thesis aims to test the functionality, quality, and user-friendliness of a few selected non-realistic effects applied to 3D scenes on the holographic tablet Lume Pad. These non-realistic post-processing effects are implemented and described in this thesis. Namely, edge detection, ordered dithering, random dithering, thresholding, hatching, color shading, wobbling effect and wobble carving effect, and pencil effect. The text also describes a theoretical introduction to holography, stereoscopy, and the light field.
Programmable Shaders in OpenSceneGraph
Czompál, Zsolt ; Španěl, Michal (referee) ; Švub, Miroslav (advisor)
Graphic processors, that are used nowadays, have programmable units called shaders. By programming these units we can achieve better results in graphical applications, than by running the effect or the program on the processor. There are different programming languages for programming these units. In this thesis I have chosen the language GLSL with OpenSceneGraph API. The main point of the following capitols is to demonstrate how do shaders work with OpenSceneGraph, and the implementation of common graphic effects.
Performance Evaluation of Graphics Accelerator
Vanek, Juraj ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This paper deals with possibilities and functions of modern graphic accelerators and with measuring performance under OpenGL interface. Widespread algorithms to render scene in real-time are used. It focuses on how to test every part of accelerator's graphic pipeline as well as measure performance in rendering of advanced effects and theoretical speed at general purpose calculations through graphic processor. This testing is realized by implementing multiple test series and their further evaluation. Final application enables setting of test parameters and outputs a score, by which is possible to judge accelerator's performance in comparison among themselves.
Deferred Shading
Starý, Petr ; Švub, Miroslav (referee) ; Jošth, Radovan (advisor)
Work deals with design and implementation a tutorial for demonstration deferred shading technique and its possibilities. It explains lighting and shading principles in intuitive and interactive way. Deferred shading is a technique which determines pixel color after the geometry rasterization of the entire scene. In other words the processing of geometry does not interfere with the shading process.

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