Dissertationen zum Thema „Dynamic ray tracing“
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SANTOS, PAULO IVSON NETTO. „RAY TRACING DYNAMIC SCENES ON THE GPU“. PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=31443@1.
Der volle Inhalt der QuelleO objetivo deste trabalho é desenvolver uma solução completa para o traçado de raios de cenas dinâmicas utilizando a GPU. Para que este algoritmo atinja desempenho interativo, é necessário utilizar uma estrutura espacial para reduzir os testes de interseção entre raios e triângulos da cena. Observa-se que, quando há movimento na cena, é necessário atualizar esta estrutura de aceleração, seja alterando-a parcialmente ou reconstruindo-a inteiramente. Adotamos a segunda estratégia por ser capaz de tratar o caso geral de movimento não-estruturado. Como a construção da estrutura deve ser feita da forma mais eficiente possível, escolhemos utilizar uma Grade Uniforme como foco de nossa pesquisa. Suas vantagens incluem um algoritmo de construção simples e um percurso de raios eficiente. Para explorar o poder de processamento em paralelo de uma GPU, é necessário manter os dados da cena e da estrutura de aceleração dentro da placa gráfica, evitando transferências custosas de memória entre a GPU e a CPU. Propomos neste trabalho uma técnica para construir uma grade uniforme inteiramente na GPU. Usando nosso método, é possível reconstruir toda a estrutura em poucos milissegundos, enquanto mantém-se a alta qualidade da grade obtida. Além disso, propomos uma implementaçoes do algoritmo de traçado de raios de forma a aproveitar o processamento em paralelo da GPU. Nosso procedimento é implementado inteiramente dentro da placa gráfica, onde há acesso direto para os dados dos triângulos da cena, bem como as informações da grade uniforme construída. Utilizando a solução proposta, somos capazes de obter taxas de visualização interativas mesmo para cenas com movimentos não-estruturados, incluindo texturas, sombras e até mesmo reflexões.
We present a technique for ray tracing dynamic scenes using the GPU. In order to achieve interactive rendering rates, it is necessary to use a spatial structure to reduce the number of ray-triangle intersections performed. Whenever there is movement in the scene, this structure is entirely rebuilt. This way, it is possible to handle general unstructured motion. For this purpose, we have developed an algorithm for reconstructing Uniform Grids entirely inside the graphics hardware. In addition, we present ray-traversal and shading algorithms fully implemented on the GPU, including textures, shadows and reections. Combining these techniques, we demonstrate interactive ray tracing performance for dynamic scenes, even with unstructured motion and advanced shading effects.
Samothrakis, Stavros Nikolaou. „Acceleration techniques in ray tracing for dynamic scenes“. Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241671.
Der volle Inhalt der QuelleGünther, Johannes Verfasser], und Philipp [Akademischer Betreuer] [Slusallek. „Ray tracing of dynamic scenes / Johannes Günther. Betreuer: Philipp Slusallek“. Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2014. http://d-nb.info/1061022463/34.
Der volle Inhalt der QuelleChang, Chen Hao Jason. „The study of energy consumption of acceleration structures for dynamic CPU and GPU ray tracing“. Worcester, Mass. : Worcester Polytechnic Institute, 2007. http://www.wpi.edu/Pubs/ETD/Available/etd-010807-140122/.
Der volle Inhalt der QuelleSjöberg, Joakim, und Filip Zachrisson. „A Performance Comparison of Dynamic- and Inline Ray Tracing in DXR : An application in soft shadows“. Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21833.
Der volle Inhalt der QuelleBakgrund. Strålspårning (ray tracing) är ett verktyg som kan användas för att öka kvalitén på grafiken i spel. En tillämpning i grafik som strålspårning utmärker sig i är när skuggor ska skapas eftersom att strålspårning lättare kan simulera hur skuggor skapas i verkligheten, vilket tidigare tekniker i rasterisering inte hade möjlighet för. Med ny hårdvara där det finns support för strålspårning inbyggt i grafikkorten finns det nu möjligheter att använda strålspårning i realtids-applikationer inom vissa gränser. Det är fortfarande tunga beräkningar som behöver slutföras och det är därav att det finns behov av förbättringar. Syfte. Denna uppsats kommer att utvärdera skillnaderna i prestanda mellan tre olika strålspårningsmetoder i DXR nivå 1.1, nämligen dynamisk strålspårning och två olika former av inline strålspårning. För att ge en bredare utredning på prestandan mellan strålspårningsmetoderna kommer mjuka skuggor att implementeras för att se om drivrutinen kan göra olika optimiseringar (beroende på valet av strålspårningsmetod) på de efterföljande och/eller föregående API anropen. Efter att dessa rörledningar (pipelines) är implementerade kommer prestandatester att utföras med olika grafikkort, scener, och antal ljus som kastar skuggor. Metod. Den vetenskapliga metoden är baserat på ett experimentellt tillvägagångssätt, som kommer innehålla både ett experiment och ett flertal prestandatester. Det experimentella tillvägagångssättet kommer att börja med att utöka en egenskapad DirectX 12 renderare. Utökningen kommer tillföra ny funktionalitet för att kunna hantera strålspårning så att hårda skuggor ska kunna genereras med både dynamisk och de olika formerna av inline strålspårning. Efter det kommer mjuka skuggor att skapas genom att implementera en väletablerad avbrusningsteknik med några modifikationer, vilket kommer att bli tillagt på varje strålspårningssteg. Till slut kommer olika prestandatester att mätas med olika grafikkort, olika antal ljus, och olika scener för att täcka olika scenarion som skulle kunna uppstå i ett spel och/eller i andra liknande applikationer. Resultat och Slutsatser. De resultat från testerna i detta experiment påvisar att under dessa förutsättningar så är AMD’s grafikkort snabbare på dynamisk strålspårning än på inline strålspårning, samtidigt som Nvidias grafikkort är snabbare på inline strålspårning än på den dynamiska varianten. Ökandet av ljus som kastar skuggor påvisade låg till ingen förändring förutom ett linjärt ökande av exekveringstiden i de flesta testerna. Slutligen så visade det sig även att tillägget av mjuka skuggor (efterföljande och föregående API interaktioner) hade låg till ingen påverkan på valet av strålspårningsmetod.
Minkara, Rania. „Locating wireless base stations within a dynamic indoor environment“. Thesis, University of Bath, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.681053.
Der volle Inhalt der QuelleFrid, Kastrati Mattias. „Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3“. Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10427.
Der volle Inhalt der QuelleHeidari, Mohammad. „Identification and modeling of the dynamic behavior of the direct path component in ToA-based indoor localization systems“. Worcester, Mass. : Worcester Polytechnic Institute, 2008. http://www.wpi.edu/Pubs/ETD/Available/etd-071508-195549/.
Der volle Inhalt der QuelleKeywords: Ray Tracing; Wideband Measurement; Dynamic Modeling of Ranging Error; ToA-Based Indoor Localization; NLoS Identification. Includes bibliographical references (leaves 147-159).
Loyet, Raphaël. „Dynamic sound rendering of complex environments“. Phd thesis, Université Claude Bernard - Lyon I, 2012. http://tel.archives-ouvertes.fr/tel-00995328.
Der volle Inhalt der QuelleTurk, Jeffrey A. „Acceleration techniques for the radiative analysis of general computational fluid dynamics solutions using reverse Monte-Carlo ray tracing“. Diss., This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-09192008-063033/.
Der volle Inhalt der QuelleMoghimi, Ardekani Mohammad. „Optical thermal and economic optimisation of a linear Fresnel collector“. Thesis, University of Pretoria, 2017. http://hdl.handle.net/2263/61313.
Der volle Inhalt der QuelleThesis (PhD)--University of Pretoria, 2017.
Mechanical and Aeronautical Engineering
PhD
Unrestricted
Ono, Tomohiro. „Development of new irradiation techniques using gimbaled x-ray head“. Kyoto University, 2016. http://hdl.handle.net/2433/215379.
Der volle Inhalt der QuelleRink, Jochen C. „Rab-domain dynamics in endocytic membrane trafficking“. Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2005. http://nbn-resolving.de/urn:nbn:de:swb:14-1117095871452-66763.
Der volle Inhalt der QuelleSlootweg, Marcel. „Numerical performance analysis of novel solar tower receiver“. Diss., University of Pretoria, 2019. http://hdl.handle.net/2263/70354.
Der volle Inhalt der QuelleDissertation (MEng)--University of Pretoria, 2019.
National Research Foundation (NRF)
Mechanical and Aeronautical Engineering
MEng
Unrestricted
Breuillard, Hugo. „Détermination des distributions d’ondes de type choeur dans la magnétosphère interne de la Terre et leurs conséquences sur la dynamique de la ceinture de radiation externe“. Thesis, Orléans, 2012. http://www.theses.fr/2012ORLE2081/document.
Der volle Inhalt der QuelleChorus type whistler waves are one of the most intense electromagnetic waves observed in the Earth’s inner magnetosphere, and play a crucial role in the dynamics of radiation belts which is a critical issue in space weather. They are indeed responsible for acceleration and loss of the energetic electron population that shape the outer belt. As spacecraft trajectories cannot entirely cover the inner magnetosphere, satellite measurements are poor in some regions. The aim of this thesis is thus to be able to complete observational data making use of numerical simulations, by determining the statistical distributions of chorus waves in the inner magnetosphere. In order to achieve this aim, a ray tracing code has been developed, including a realistic model of the inner magnetosphere. First, wave propagation by means of this program is described in this work, emphasizing notably the significance of wave azimuthal angle. Then, making use of the trajectory database computed for typical source chorus parameters, the reconstruction of statistical distributions recorded on Cluster spacecraft is presented. It is thereby demonstrated that quasi-longitudinal approximation, used in numerous simulations of radiation belts dynamics, is no longer valid at medium and high latitudes. Taking these realistic distributions as a basis, it is then demonstrated the major discrepancy obtained for energetic electrons losses. Subsequently, the accuracy of our numerical simulations for the study of magnetospherically reflected chorus waves is highlighted, as well as their importance due to the lack of observational data. Our simulations notably indicate that falling tone chorus emissions can originate from the magnetospheric reflection of rising tone elements
Griffin, Daniel Joe. „The extension of a non-hydrostatic dynamical core into the thermosphere“. Thesis, University of Exeter, 2018. http://hdl.handle.net/10871/34335.
Der volle Inhalt der QuelleTemperley, Neil Colin Mechanical & Manufacturing Engineering Faculty of Engineering UNSW. „Optimisation of an Ultrasonic Flow Meter Based on Experimental and Numerical Investigation of Flow and Ultrasound Propagation“. Awarded by:University of New South Wales. School of Mechanical and Manufacturing Engineering, 2002. http://handle.unsw.edu.au/1959.4/22044.
Der volle Inhalt der QuelleZubal, Miloš. „Realistická animace kouře“. Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2007. http://www.nusl.cz/ntk/nusl-412803.
Der volle Inhalt der QuelleAndrienko, Daniil. „Non-equilibrium Models for High Temperature Gas Flows“. Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1405505300.
Der volle Inhalt der QuellePujol, Nadal Ramon. „Comportamiento Óptico y Térmico de un Concentrador Solar Lineal con reflector estacionario y Foco Móvil“. Doctoral thesis, Universitat de les Illes Balears, 2012. http://hdl.handle.net/10803/84115.
Der volle Inhalt der QuelleThe Fixed Mirror Solar Concentrator (FMSC) appeared during the 70s with the aim of reducing costs in the production of electricity in solar thermal power plants. This design consists of a concentrator with fixed reflector and moving receiver, has a very good integrability into building roofs and can reach temperatures between 100 and 200ºC with an acceptable efficiency. In this Thesis a methodology is presented for the determination of the behaviour of the FMSC. A simulation tool based on the forward ray-tracing method has been developed. The optical and thermal behaviour of the FMSC and its curved mirror variation called the Curved Slats Fixed Mirror Solar Concentrator (CSFMSC), have been analyzed with this tool. A parametric analysis has been carried out in order to determine the influence of the different parameters on the Incidence Angle Modifier (IAM) and to determine the optimal designs at a temperature of 200ºC for three different climates at different latitudes. The theoretical values obtained from the ray-tracing code have been compared with two experimental prototypes. The experimental and numerical results obtained show a good fit. The efficiency curve of one of the prototypes has been determined from the experimental tests. The methodology proposed in the norm EN-12975-2:2006 has been used in combination with IAM values obtained by ray-tracing. It has been shown that this combination can be effectively used to obtain the efficiency curve of complex collectors with a bi-axial IAM model.
Dutheil, Yann. „Modélisation de la dynamique de spin dans l'AGS basée sur une méthode de résolution pas-à-pas du mouvement“. Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENY013/document.
Der volle Inhalt der QuelleThe AGS provides a polarized proton beam to RHIC. The beam is accelerated in the AGS from Gγ = 4.5 to Gγ = 45.5 and the polarization transmission is critical to the RHIC spin program. In the recent years, various systems were implemented to improve the AGS polarization transmission. These upgrades include the double partial snakes configuration and the tune jumps system. However, 100 % polarization transmission through the AGS acceleration cycle is not yet reached. The current efficiency of the polarization transmission is estimated to be around 85 % in typical running conditions. Understanding the sources of depolarization in the AGS is critical to improve the AGS polarized proton performances. The complexity of beam and spin dynamics, which is in part due to the specialized Siberian snake magnets, drove a strong interest for original methods of simulations. For that, the Zgoubi code, capable of direct particle and spin tracking through field maps, was here used to model the AGS. A model of the AGS using the Zgoubi code was developed and interfaced with the current system through a simple command: the AgsFromSnapRampCmd. Interfacing with the machine control system allows for fast modelization using actual machine parameters. Those developments allowed the model to realistically reproduce the optics of the AGS along the acceleration ramp. Additional developments on the Zgoubi code, as well as on post-processing and pre-processing tools, granted long term multiturn beam tracking capabilities: the tracking of realistic beams along the complete AGS acceleration cycle. Beam multiturn tracking simulations in the AGS, using realistic beam and machine parameters, provided a unique insight into the mechanisms behind the evolution of the beam emittance and polarization during the acceleration cycle. Post-processing softwares were developed to allow the representation of the relevant quantities from the Zgoubi simulations data. The Zgoubi simulations proved particularly useful to better understand the polarization losses through horizontal intrinsic spin resonances The Zgoubi model as well as the tools developed were also used for some direct applications. For instance, some beam experiment simulations allowed an accurate estimation of the expected polarization gains from machine changes. In particular, the simulations that involved involved the tune jumps system provided an accurate estimation of polarization gains and the optimum settings that would improve the performance of the AGS
Ibarrart, Loris. „Description en espaces de chemins et méthode de Monte Carlo pour les transferts thermiques couplés dans les structures fluides et solides, une approche compatible avec l'informatique graphique“. Thesis, Ecole nationale des Mines d'Albi-Carmaux, 2020. http://www.theses.fr/2020EMAC0009.
Der volle Inhalt der QuelleThe present manuscript deals with the coupling of thermal heat transfers. More precisely, it adresses this coupling by making use of the Monte Carlo method and the sampling of random paths. This choice was made in the perspective of building algorithms that do not present constraints regarding the complexity of the studied geometry. Indeed, the combined use of this kind of statistical approaches, and acceleration tools coming from the image synthesis community, already allowed for an exact resolution of radiative transfer in arbitrary geometries. Regarding diffusive heat transfers, exact results using random paths are only achievable in academic configurations. Thus, approximate random paths are commonly used to account for this kind of thermal transport. Among the possible choices, we will use random paths built on ray tracing, therefore allowing to benefit once again from all the advantages of the tools developed in computer graphics. A proof of concept of the insensitivity of the computation time of the resolution of thermal transfers in porous exchangers to the number of pores by making use of conducto-convecto-radiative random paths will be presented. Beyond this result, an analysis of the behaviour of this method in ducts heat exchangers will allow to clarify when this kind of insensitivity can indeed be observed. This analysis will induce the concept of thermal thickness, by analogy with optical thickness for radiative transfer
Sarthou, Arthur. „Méthodes de domaines fictifs d'ordre élevé pour les équations elliptiques et de Navier-Stokes. Application au couplage fluide-structure“. Phd thesis, Université Sciences et Technologies - Bordeaux I, 2009. http://tel.archives-ouvertes.fr/tel-00460206.
Der volle Inhalt der QuelleNavrátil, Paul Arthur. „Memory-efficient, scalable ray tracing“. Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-08-1982.
Der volle Inhalt der Quelletext
Yang, Wen Tai, und 楊文泰. „A New Ray Tracing Algorithm for Radiosity under Dynamic Environments“. Thesis, 1995. http://ndltd.ncl.edu.tw/handle/76607621726389778432.
Der volle Inhalt der Quelle中原大學
資訊工程研究所
83
In the study of computer graphics, radiosity could simulate the real environment. It is important to produce a computer synthetical image by radiosity. But the effect of ray tracing is better than traditional radiosity on specular reflection and occlusion detection. Therefore, it is a new research tendency to combine the ray tracing and the radiosity to simulate real environment. A new method will be proposed to simulate real environment realistically and quickly. The radiosity is a powerful method for simulating the light interre- flection between diffuse surfaces. The brightness of a surface is determined by the energy included in the surface. So images generated by the radiosity are viewer-independent. However, it is time consumming to re-compute the radiosity when the geometry of environment is changed. Moreover, the radiosity approach depended on the hemi-cube algorithm to determine form- factor and occlusion previously.A little error would be occurred due to the resolution of hemi-cube and sampling process. A new ray tracing algorithm is presented to compute form- factor and to judge occlusion instead of hemi-cube method. The spatial subdivision and redistribution algorithm are combined into our new ray tracing algorithm to solve the problem of radiosity under dynamic environment. The method not only find the coherence in dynamic environment but also reduce the detection time of ray-object intersections. Moreover, it increase the accuracy of form-factor. Furthermore, our method is more efficient than known algorithms.
Hong, Qi-Hao, und 洪啟豪. „2D Grid Based Acceleration Methods for Ray Tracing in Dynamic Scenes“. Thesis, 2007. http://ndltd.ncl.edu.tw/handle/03911752897014821534.
Der volle Inhalt der QuelleHuai-En, Jen, und 任懷恩. „An Improved Method for 2D Grid Based Ray Tracing in Dynamic Scenes“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/38732168271758108537.
Der volle Inhalt der QuelleWei, Chen Shih, und 陳世偉. „Advanced 2D Grid Based Acceleration Methods for Ray Tracing in Dynamic Scenes“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/78126787271463911558.
Der volle Inhalt der QuelleChang, Chen-Hao, und 張誠豪. „Algorithm and System Architecture Design of Whitted-style Ray Tracing for Dynamic Scenes“. Thesis, 2009. http://ndltd.ncl.edu.tw/handle/22168146091711066058.
Der volle Inhalt der Quelle臺灣大學
電子工程學研究所
98
Ray tracing is an algorithm for synthesizing a realistic image in 3D computer graph- ics. The advantage of this algorithm is supporting not only the visibility of scene and shadow but also indirect lighting effects such as reflection and refraction. However, the computation complexity of ray tracing is very large due to large number of ray- primitive intersections especially for rendering the indirect lighting effect. Although there are many accelerating algorithms using data special structures to accelerate the tracing process, the real time performance is still hard to achieve. Besides, the inter- active applications with 3D graphics are popular such as 3D gameing, where the scene may be changed in every frame. This means that the data structure building time is also an important issue for real time rendering. Aiming to solve these problems, this thesis proposes a system architecture which uses ASIC to accelerate ray tracing pro- cess. Instead of considering the primary rays only, secondary rays are also considered to render more realistic scenes, which is called as Whitted-style ray tracing. By using packet-based ray traversal algorithm and frustum culling not only in primary rays but also in shadow rays and secondary rays, the steps of ray traversing are reduced. Be- sides, aiming to support interactive applications, the data structure should be changed dynamically. Instead of rebuilding data structure every frames, we use updating based algorithms such as refit and insertion to update the data structure of the previous frame. By using updating based algorithm, the building time of new data structure is short and the traversing result is correct after the scene changes. In the hardware architecture of this system, multi-threading is used. Moreover, the computation for finding the inser- tion positions in insertion algorithm and shading are integrated into a specific unit to enable hardware sharing. This architecture is System-on-a-chip composed of CPU, our rendering engine, system memory and other peripherals. For an image in resolution of 352 288, the system can achieve 3–15 frames per second and also support dynamic scenes.
Jung, Lin Chun, und 林俊戎. „A Method for Accelerating Ray Tracing without Data Structure Reconstruction in Dynamic Scenes“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/30575454892896295764.
Der volle Inhalt der QuelleWan, Ting Yang, und 楊琬婷. „Ray Tracing Dynamic Scenes by Restructuring the Bounding Volume Hierarchy with Hybrid Nodes“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/68853535699461047762.
Der volle Inhalt der QuelleKoch, Max. „Laser cavitation bubbles at objects: Merging numerical and experimental methods“. Doctoral thesis, 2020. http://hdl.handle.net/21.11130/00-1735-0000-0005-1516-B.
Der volle Inhalt der Quelle