Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 17 of 17 for “"shader"”.
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An implementation of terrain geomorphing in the vertex shader for synthetic planetary surfaces
The purpose of this research is to develop the three-dimensional models of planetary surfaces which can be used in the test environments for the Vision-Based Navigation Systems' (VBNS) terrain recognition and navigation algorithms. The VBNS will fly a trajectory over the planet, taking pictures …
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Képszerkesztés párhuzamosítása
… kártyán. A valós idejű feldolgozás gyorsítása shader-programok segítségével, ahol akár több ezer feldolgozó egység számol párhuzamosan. Teljes méretű fényképen (akár több 10 megapixel), nagy bitmélység mellett (16 bit csatornánként) valós időben végzett, paraméterezhető effektek létrehozására …
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Front Rendering on the GPU
… places it into a form that can be used by GPU shader programs to draw the glyphs such that the visual quality does not degrade regardless of the applied transformations.</p>
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Increasing performance in Force Directed Graphs: an application in cancer support service provision profiling
… as well as a conversion to using a GPU Compute Shader to improve the speed of the Edge Physics Calculations. A range of options to filter the data were added to the tool though co design with the stakeholders. To test for value for Macmillan a series of online user workshops were presented that …
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A programmable pipeline for multi-material fabrication
… detail and material composition by using shader-like fablets. The pipeline allows models to be specified easily and efficiently. Additionally, I describe a streaming architecture for implementing OpenFab; only a small fraction of the final volume is stored in memory and output is fed to …
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Algorithmic Approaches to Interfacing Different Materials Using Inkjet Multi-Material 3D Printers
… demands. To solve this problem, the shader-like "fablet" was developed to procedurally compute patterns voxel-by-voxel on the scale of billions of voxels [11, 12]. Fablets are powerful programs that allow impressive manipulations of the internal structure of voxelized meshes. However, …
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The texture shading cache : an approach to asynchronous interactive illumination
… modes were evaluated: Decoupling all the shader computations; decoupling only the texture and bounce lighting computations; decoupling only the bounce lighting calculations. The performance of each mode was evaluated, using metrics such as frames per second and memory usage. Furthermore, …
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Physics Engine on the GPU with OpenGL Compute Shaders
… possible would be the usage of OpenGL Compute Shaders. OpenGL is a high-performance graphics application programming interface (API), used as an abstraction layer for the CPU to communicate with the GPU. OpenGL was created by the Khronos Group primarily for graphics, or drawing frames only. In …
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Contributions to Big Geospatial Data Rendering and Visualisations
… properties of objects. • Applying Indexed Array Shader Function and taking advantage of the novel big geospatial scenegraph structure to exploit better rendering techniques in the context of a modern Geographical Information System, which has not been done, to the best of our knowledge. Combined …
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Design and implementation of non-photorealistic rendering techniques for 3D geospatial data
… hardware-accelerated rendering pipelines using shader technologies of graphics processing units for real-time image synthesis. The techniques employ principles of artistic rendering, cartographic generalization, and 3D semiotics—unlike photorealistic rendering—to synthesize illustrative …
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Performance Improvements for the Rasterization Pipeline
… automatically deriving culling algorithms from shader programs, and we show how this can be used to perform culling both on a pixel level, and on a geometry or vertex level. In both cases, we show that our automatic culling can greatly improve rendering performance for a wide variety of scenes.
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Computer graphics simulation of organic and inorganic optical and morphological appearance changes.
… mummification, a chemically-based layered skin shader that considers time and spatially varying haemoglobin, oxygen and moisture contents is proposed. The suggested approach is able to model changes in the internal structure and the surface appearance of the body that resemble the post mortem …
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Content creation for seamless augmented experiences with projection mapping
… back in 1999 with UNC's Office of the Future and Shader Lamps projects. Since then, projectors have gotten brighter, higher resolution, and drastically decreased in price. Yet projection mapping has not crossed the chasm into mainstream use. The largest remaining challenge for projection mapping …
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Vizualizace objemových dat pomocí volume renderingu
V teoretické části se práce obecně zaměřuje na problematiku zobrazování objemových dat, vzájemně srovnává a hodnotí jednotlivé přístupy a čtenáři tak poskytuje dobrou základní orientaci v tematice. Podrobně jsou pak analyzovány metody vizualizace objemových dat pomocí mapování textur a pomocí …
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A Volume Rendering Engine for Desktops, Laptops, Mobile Devices and Immersive Virtual Reality Systems using GPU-Based Volume Raycasting
… resolutions, an incremental render loop, a shader-based clipping algorithm to support OpenGL ES 2.0, and an internal backface culling algorithm for properly sorting rendered geometry with alpha blending.</p> <p>The development of the sandbox applications proved that the encapsulation of …
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Analysis and exploration of virtual 3D city models using 3D information lenses
This thesis addresses real-time rendering techniques for 3D information lenses based on the focus & context metaphor. It analyzes, conceives, implements, and reviews its applicability to objects and structures of virtual 3D city models. In contrast to digital terrain models, the application of …
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Simulace vlnění vody v reálném čase
Předmětem práce je vytvoření simulace vlnění vody v reálném čase. Implementační platformou je Mac OS X a rozhraní OpenGL. Základem práce je vodní hladina, tvořená výškovou mapou. Metoda pro výpočet výškové mapy je založená na výpočtu sumy sinusoid s komplexními, časově závislými amplitudami. Pro …