National Repository of Grey Literature 18 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Particle Systems
Bedecs, Jakub ; Maršík, Lukáš (referee) ; Kajan, Rudolf (advisor)
This bachelor's thesis deals with the implementation of particle systems with the usage of calculation power of GPU. The purpose of this work is to describe all important facts about the particle systems construction and to show up various possibilities of its usage. It analysis the abilities of modern shaders and their usage for calculation of particles movement. The basis of this work is the analysis of the implemented application, which is able to dynamically change all parameters of the system.
Debugging Tool for Shaders
Konečný, Jiří ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
Computer Game Project Focused on Light Effects
Hupka, Dušan ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
This bachelor thesis aims at introduction into methods for simulation of undulation of surface. There will be explained Phong reflection model and other best known theories at the beginning. The text deals with Normal mapping and various types of Parallax mapping. Then there will be demonstration application.  There will be short comparison performances of implemented methods.
Shader Demonstration Using OpenSceneGraph and QT Libraries
Harman, Peter ; Bartoň, Radek (referee) ; Švub, Miroslav (advisor)
Assignment of this work is to zoom in the work with vertex and fragment processor for users. Programs for these processors are called vertex and fragment shaders. They may be written in a various programming languages intended for them (HLSL, Cg...), however in the work is going to be discussed OpenGL Shading Language (GLSL). There are going to be demonstrated this techniques of advanced rendering: Phong shading, Blinn-Phong shading Lambert illumination, Gouraud shading Later on is going to be described work with library OpenSceneGraph, as a library based on OpenGL and its integration with library for generating user's interface. The result is going to be a multiplatform application demonstrating connection between QT and OpenSpaceGraph libraries with integrated tutorial describing whole process of implementation. Theoretical background is going to be included as well.
Medical Data Rendering in Real-Time
Lengyel, Kristián ; Havel, Jiří (referee) ; Jošth, Radovan (advisor)
This thesis deals with design and implementation of an application for medical data imaging in real-time. The first part of project is focused on methods for obtaining data in medical practice and visualization of large volume data on computer using familiar rendering approaches. Similar applications are used outside of medicine in other fields, such as chemistry to display molecular structures or microorganisms. Another part of project will focus on benefits of visualization of volumetric data using programmable hardware and new methods of parallelization of algorithms on graphics card using CUDA technology, and OpenCL. The resulting application will display the volume of medical data based on selected method accelerated by programmable shaders, and time-consuming operations will be paralleled on graphics card.
OpenGL Performace Meassurement Tool
Rehorčík, Pavol ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
This thesis talks about theoretical and practical side of development of testing application for OpenGL performance with focus to shaders. In theoretical part are individually described used techniques and principle of usage of shaders. The core of thesis is practical part, so creation and implementation of this application. In final part I discuss measured results and possible extensions.
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.
3D Volume Rendering Data Visualization
Kazík, Jiří ; Španěl, Michal (referee) ; Kršek, Přemysl (advisor)
Theoretical part of this project is focused on rendering of volumetric data. It compares and appraise individual methods and thus readers get a good basic knowledge of commonnest causes of problems. Texture Mapped Volume Rendering is described in detail, because it is used in implementation of graphic system designed in this thesis. Whole system is created with maximal attention to platform independence. C++ language and Open Scene Graph toolkit are used for realization, so a brief description of OSG toolkit is also present in this work.
3D Volume Rendering Data Visualization
Kazík, Jiří ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
Theoretical part of this project is focused on rendering of volumetric data. It compares and appraise individual methods and thus readers get a good basic knowledge of commonnest causes of problems. Texture Mapped Volume Rendering and Volume Ray-casting methods are described in detail and the latter method is used in implementation of graphic system designed in this thesis. Secondary goals of this work are usage of less powerful hardware for volume-rendering, methods of optimization and dynamic change of output quality.
Shader Demonstration Using OpenSceneGraph and QT Libraries
Harman, Peter ; Bartoň, Radek (referee) ; Švub, Miroslav (advisor)
Assignment of this work is to zoom in the work with vertex and fragment processor for users. Programs for these processors are called vertex and fragment shaders. They may be written in a various programming languages intended for them (HLSL, Cg...), however in the work is going to be discussed OpenGL Shading Language (GLSL). There are going to be demonstrated this techniques of advanced rendering: Phong shading, Blinn-Phong shading Lambert illumination, Gouraud shading Later on is going to be described work with library OpenSceneGraph, as a library based on OpenGL and its integration with library for generating user's interface. The result is going to be a multiplatform application demonstrating connection between QT and OpenSpaceGraph libraries with integrated tutorial describing whole process of implementation. Theoretical background is going to be included as well.

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