National Repository of Grey Literature 27 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Interactive Application in API Vulkan
Blahoš, Radek ; Káčerik, Martin (referee) ; Milet, Tomáš (advisor)
The goal of this bachelor thesis is creation of wrapper library over Vulkan API and its utilization during implementation of example aplication. Thesis proposes design of the library, which tries to simplify usage of Vulkan library and at the same time tries to use it in most optimal way as possible. Thesis contains extract of the Vulkan specification essential for reader to understand design of the geVk library and eventually for reader to be able to use it during programming his own graphic aplication. Description of geVk library presents memory managment, command buffer submiting or pipelines creation stategies. Thesis also suggests multi-threaded rendering strategy. Additionally thesis explains how to connect geVk library with Qt framework.   
Vulkan Rendering Plugin for VRUT Software
Káčerik, Martin ; Tóth, Michal (referee) ; Kobrtek, Jozef (advisor)
The master’s thesis submitted deals with realtime rendering of three-dimensional CAD data using Vulkan API. The thesis also covers possibilities of connecting the API with VRUT, complex solution for renderig developed by ŠKODA AUTO a.s. Design of such connection is presented in form of Vulkan rendering plugin for VRUT application. Performance of the designed module is compared with another rendering module, based on different rendering technologies.
Fluid Simulation Using GPU
Frank, Igor ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis focuses on fluid simulation, particularly on coupling between particle based simulation and grid based simulation and thus modeling evaporation. Mentioned coupling is based on the article Evaporation and Condensation of SPH-based Fluids of authors Hendrik Hochstetter a Andreas Kolb. The goal of this thesis is not purely implementing ideas of the mentioned article, but also study of different methods used for fluid simulation.
Real-Time Photorealistic Rendering of Voxel Scenes
Flajšingr, Petr ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The subject of this thesis is an implementation of realistic rendering of voxel scenes using a graphics card. This work explains the fundamentals of realistic rendering and voxel representation of visual data. It also presents selected hierarchical structures usable for acceleration and describes the desing of a solution focusing on the representation of voxel data and their rendering. The thesis describes libraries created as part of the project and algorithms. It also evaluates time and memory requirements of the application along with graphical output.
Global Illumination in Real-Time
Karas, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with photorealistic rendering and real-time global illumination. Thesis contains overview of algorithms used for real-time global illumination of which the Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields was implemented. This algorithm uses hardware accelerated ray tracing to compute global illumination in a scene. Hardware ray tracing requires use of new generation of graphics API from which Vulkan was choosen for this thesis. 
Demonstration and Benchmarking of Next-Gen Graphics APIs
Mainuš, Matěj ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
The goal of master’s thesis was to demonstrate and benchmark peformance of Mantle and Vulkan APIs with different optimization methods. This thesis proposes a rendering toolkit with optimization methods based on parallel command buffer generating, persistent staging buffers mapping, minimal pipeline configuration and descriptor sets changing, device memory pre-allocating with managing and sharing between multiple resources. The result is reference implementation that could render dynamic scene with thousands of objects in real time.
Effect of volcanic ash to Air Transport
Soukop, Robin ; Šplíchal, Miroslav (referee) ; Chlebek, Jiří (advisor)
This master's thesis deals with the issue of volcanic ash as a complex and its impact on aviation, including the volcanic activity itself (conditions for its existence, for existence of eruptions and their basic products). In addition, the thesis also deals with effect of volcanic ash on aircraft and airports, possibilities of its detection or monitoring as well as mechanism of its spreading in airspace. The emphasis is laid mainly on air incidents related to volcanic ash and on danger it poses to the airspace of the Czech Republic.
Composite electrode materials for lithium-ion batteries based on LiFePO4 prepared using GAC method
Vilhelm, Ondřej ; Neoral, Jiří (referee) ; Čech, Ondřej (advisor)
Presented work investigates the problem of secondary lithium-ion cells and the different available cathode materials. We have prepared samples of LiFePO4 with the addition of different kinds of carbon materials such as Super P, Vulcan and expanded graphite. We have always created the sample with and without surfactant. Developed samples were compared by measuring electrochemical methods (cyclic voltammetry, charge and discharge cycles and impedance spectroscopy). We also modeled the three-point cell for measuring electrochemical electrode materials.
Physically Based Rendering
Herrgott, Jiří ; Pečiva, Jan (referee) ; Starka, Tomáš (advisor)
This bachelor thesis is focused on rendering of 3D models in real time, where emphasis is placed on physical properties of simulated light rays. The work is about techniques that deal with this issue and then their use for drawing a physically approximated model.
Easy Vulkan
Halás, Timotej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
Zatiaľ čo staršie grafické API (Application Programming Interface) ako OpenGL alebo DirectX verzie 11 a nižšej sa v súčasnosti stále bežne používajú, novšie rozhrania API, najmä DirectX 12 a Vulkan, prinášajú mnohé vylepšenia, ako je lepší výkon, natívny Ray-tracing na podporovanom hardvéri a efektívnejšie využitie CPU a GPU. Vylepšenia výkonu a efektívnosti sú výsledkom povahy rozhraní DirectX 12 a Vulkan API. Obidve sú pomerne nízkoúrovňové API. To znamená, že GPU je možné ovládať na oveľa nižšej úrovni, čo má za následok oveľa viac kódu potrebného, aby boli dosiahlnuté podobné výsledky ako pri použití staršieho rozhrania API. Táto práca predstavuje nový framework, vkEasy, ktorý zapuzdruje Vulkan API takým spôsobom, že väčšina jeho funkcií zostáva použiteľná, ale výrazne uľahčuje používanie Vulkan API na vkresľovacie alebo výpočtové operácie. Zdrojový kód obsahuje príklady, ktoré boli implementované pomocou vkEasy, aby ukázali jednoduchosť vkEasy a porovnali ho s kódom napísaným v čistom Vulkane. Bolo pozorované priemerne 94% zníženie potrebných riadkov kódu.

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