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Showing 1 to 9 of 9 for “"shaders"”.

  1. PyStream: Python Shaders Running on the GPU

    … a GPU. This dissertation shows how to run Python shaders on a GPU for real-time rendering. Shaders written in Python run 30,000 - 300,000 times faster than on a CPU. This is partly because GPUs are designed to run shaders and partly because of the design of PyStream, a Python compiler for the GPU. …

    uiuc Repository record for PyStream: Python Shaders Running on the GPU (opens in a new tab)

  2. 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 …

    calpoly Repository record for Physics Engine on the GPU with OpenGL Compute Shaders (opens in a new tab)

  3. The lightspeed automatic interactive lighting preview system

    … generate the deep-framebuffer and corresponding shaders automatically through data-flow analysis and compilation of the original scene. Cache compression reduces automatically-generated deep-framebuffers to reasonable size for complex production scenes and shaders. We also propose a new …

    mit Repository record for The lightspeed automatic interactive lighting preview system (opens in a new tab)

  4. The Comic Artist’s Tools Suite: Centralized and Intuitive Non-Photorealistic Computer Graphics Renderings

    … interface. Users can quickly create and adjust shaders that customize the style of their 3D environment backgrounds, bypassing the need to craft shaders by hand and speeding up the traditional workflow for rendering pipelines.

    mit Repository record for The Comic Artist’s Tools Suite: Centralized and Intuitive Non-Photorealistic Computer Graphics Renderings (opens in a new tab)

  5. On the definition of non-player character behaviour for real-time simulated virtual environments.

    … advancements has been the advent of programmable shaders for real-time graphics, which in turn has been significantly simplified by the introduction of higher level programming languages for the creation of shaders. This has demonstrated that a good system can be vastly improved by the addition of …

    bournemouth Repository record for On the definition of non-player character behaviour for real-time simulated virtual environments. (opens in a new tab)

  6. Artist-Configurable Node-Based Approach to Generate Procedural Brush Stroke Textures for Digital Painting

    … procedural content generation. 3D models, shaders, and materials are commonly authored by artists using functions that can be linked together in a visual programming environment called a node graph. In this work, the feasibility is tested of using a node graph to procedurally generate …

    calpoly Repository record for Artist-Configurable Node-Based Approach to Generate Procedural Brush Stroke Textures for Digital Painting (opens in a new tab)

  7. Hardware accelerated computer graphics algorithms

    The advent of shaders in the latest generations of graphics hardware, which has made consumer level graphics hardware partially programmable, makes now an ideal time to investigate new graphical techniques and algorithms as well as attempting to improve upon existing ones. This work looks at areas …

    nott-trent Repository record for Hardware accelerated computer graphics algorithms (opens in a new tab)

  8. Increasing performance in Force Directed Graphs: an application in cancer support service provision profiling

    This thesis aims to show the progress made in the development and testing of a 3D data visualisation tool using Force Node Graphs (FNG). This project was run with stakeholders from the Digital Health and Innovation Centre (DHI) and Macmillan Cancer Support (Macmillan). It uses the FNG to display …

    abertay Repository record for Increasing performance in Force Directed Graphs: an application in cancer support service provision profiling (opens in a new tab)

  9. Zobrazování podmořské scenérie

    Cílem této práce je vykreslení podmořské scény s využitím procedurálního generování. Práce zkoumá ekosystém oceánu, techniky vykreslování vodních povrchů, kapalin a popisuje vybrané vlastnosti světla. Druhá část se zaměřuje na procedurální generování, OpenGL a shadery. Práce představuje návrh a …

    brno-tech Repository record for Zobrazování podmořské scenérie (opens in a new tab)