Dissertations / Theses on the topic 'OpenGL'

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1

Hedström, Mathias. "En jämförelsestudie mellan OpenGL 4.3, OpenGL ES 3.0 och WebGL 1.0." Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81114.

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OpenGL is a standard API that is used to manage 3D graphics on desktop computers. Although OpenGL is independent of customized hardware it’s not suitable for all kinds of devices. Therefore both OpenGL ES andWebGL was created. These can be viewed as subsets of OpenGL. This report presents the differences of importance to both developers and users, between OpenGL 4.3, OpenGL ES 3.0 and WebGL 1.0. are the rendering pipeline and the texture handling. As the reader will see, it is mainly the rendering pipeline that affects most of the performance and the graphical processing. The report also drives a discussion of how the various OpenGL groups are related to each other and how a possible future can look like. The evidence indicates that OpenGL will be replaced by OpenGL ES and WebGL.
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Ahlgren, Hannes. "Graph visualization with OpenGL." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-22.

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Vizz3D is a 3D graphics code analysis tool, developed at Växjö University that optionally can use Java3D or OpenGL. However, initially Java3D was the only programming interface used. No other version was considered. Therefore the applications structure was built with the Java3D way of thought in mind. But code visualization with 3D graphics can be a demanding task for the computers processor and its graphics hardware and Java3D is known to be somewhat inefficient. So an OpenGL version was introduced.

This thesis reflects on the work restructuring the application’s code to fit both versions within Vizz3D in a structured and object-oriented way. The thesis shows the efforts to be taken to make an existing ever evolving tool easily extendible to other API’s. Additional aspects of OpenGL specific implementations are discussed throughout the thesis.

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Hort, Pavel. "Vizualizace molekul pomocí OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236988.

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This thesis considers atom`s attributes, which affects shape of molecules. It describes rules that are basic for molecule creation. This text features basic attributes and rules, which affects the final shape of molecule. Next part of this text explains several ways to display molecule. Following parts of this thesis describes several ways how to store and represent atom and molecules in computer technology along with solution of these problems that are used for this thesis.
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Nilsson, Eric. "Paravirtualizing OpenGL ES in Simics." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3979.

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CONTEXT. Full-system simulators provide benefits to developers in terms of a more rapid development cycle; since development may begin prior to that of next-generation hardware being available. However, there is a distinct lack of graphics virtualization in industry-grade virtual platforms, leading to performance issues that may obfuscate the benefits virtual platforms otherwise have over execution on actual hardware. OBJECTIVES. This dissertation concerns the implementation of graphics acceleration by the means of paravirtualizing OpenGL ES 2.0 in the Simics full-system simulator. Furthermore, this study illustrates the benefits and drawbacks of paravirtualized methodology, in addition to performance analysis and comparison with the Android emulator; which likewise utilize paravirtualization to accelerate simulated graphics. METHODS. In this study, we propose a solution for paravirtualized graphics using Magic Instructions; the implementation of which is subsequently described. Additionally, three benchmarks are devised to stress key points in the developed solution; comprising areas such as inter-system communication latency and bandwidth. Additionally, the solution is evaluated based on computationally intensive applications. RESULTS. For the purpose of this study, elapsed frame times for respective benchmarks are collected and compared with four platforms; i.e. the hardware accelerated Host machine, the paravirtualized Android emulator, the software rasterized Simics- and the paravirtualized Simics platforms. CONCLUSIONS. This thesis establishes paravirtualization as a feasible method to achieve accelerated graphics in virtual platforms. The study shows graphics acceleration of up to 34 times of that of its software rasterized counterparts. Furthermore, the study establishes magic instructions as the primary bottleneck of communication latency in the devised solution. Classification: E.1.1 [Software infrastructure]: Virtual machines; K.6.4 [Graphics systems and interfaces]: Graphics processors; N.1.0 [Companies]: Intel Corporation; Keywords: Paravirtualization; Simics;
Arkitekturella simulatorer förser utvecklare med medel till snabbare utvecklingscykler genom att tillåta utveckling av mjukvara för nya plattformar innan dessa finns tillgängliga. Dessvärre finns det få lösningar för GPU-accelerering i moderna virtuella plattformar; vilket leder till prestandaproblem som kan hämma de fördelar som virtuella plattformar har över exekvering på hårdvara. Denna uppsats angår implementering av grafikaccelerering genom paravirtualisering av OpenGL ES 2.0 i systemsimulatorn Simics. Studien sammanfattar fördelar och nackdelar av paravirtualiserade metoder, med hänsyn till prestandaanalys och jämförelse med Android-emulatorn; som också nyttjar paravirtualisering för att accelerera simulerad grafik. Vi föreslår grafikaccelering genom paravirtualisering m.h.a. magiska instruktioner; vars implementation sammanfattas i uppsatsen. Vidare presenteras tre utvärderingsprov vars syfte är att påfresta nyckelpunkter i den paravirtualiserade lösningen, så som systemlatens och bandbredd i kommunikation mellan simulering och den verkliga världen. Lösningen evalueras även baserat på ett prestandakrävande utvärderingstest. För experimentet, som presenteras i denna uppsats, samlas uppdateringsfrekvens för de grafiska utvärderingstesten och jämförs med exekvering på fyra olika plattformar. Dessa plattformar omfattar ett hårdvaruaccelerat referens-system, paravirtualiserad simulering m.h.a. Android-emulator, mjukvarurastrerad Simics-simulering, och paravirtualiserad Simics-simulering. Uppsatsen fastställer paravirtualisering som en god metod för att uppnå grafikaccelering i virtuella plattformar. Studien påvisar prestandaförbättringar motsvarande 34 gånger jämförelsevis med dess mjukvarurastrerade motpart. Vidare presenterar uppsatsen magiska instruktioner som den primära flaskhalsen i den utvecklade lösningen.

OFFICE eric.nilsson@intel.com +46 8 690 0734 HOME EricNNilsson@gmail.com +46 73 656 4535

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Chornay, Nicholas J. "An OpenGL backend for Halide." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84881.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 37).
High performance image processing requires not only an efficient underlying algorithm but also an implementation tailored to maximally exploit the available hardware resources. In practice, this requires low-level optimization, platform-specific instructions, and, when available, the use of special purpose hardware such as GPU. Halide is a domain-specific programming language targeted at image processing applications. Its programming model decouples an algorithm from the details of its execution, vastly simplifying development and optimization. We present an OpenGL backend for the Halide compiler, which enables Halide programs to run GPU computation on devices that support the OpenGL API. In particular, this paves the way for GPU computation on mobile devices using OpenGL ES. In doing so, we demonstrate how a general image processing framework can be built upon functionality designed for 3D graphics applications.
by Nicholas J. Chornay.
M.Eng.
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6

Buček, Antonín. "Demonstrace pokročilých technik využívajících OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235992.

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This thesis demonstrates advanced techniques using OpenGL. The work is conceived as a demo without any size restrictions. It focuses on creating 3D world, which consists of inner rooms complex. Some additional interesting objects, lighting and shadows enrich the rooms. Particle systems, which were used to create explosions, smokes and some other particle effects are described in the thesis, too. 3D machine models fight between themselves using laser beams and form the story of the demo. Important part of the work is a movement model which is applied to both models and avatar. Sound track completes the demo.
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Dokoupil, Martin. "3D projekce fotek v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237271.

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This document describes implementation of photo slideshow editor. This editor can be used to create dynamic sequences from taken photos. Image taken by camera is projected onto three-dimensional sphere and drawn to screen. Then it is posible to rotate and zoom camera over image. Visual output of this editor makes moving over image more real. If panoramic image is used, user is able to free look around. This document describes method which can translate two-dimensional coordinates to three-dimensional space. Shows how to use transformations for moving camera and methods to implement camera zoom. Contains description of user interface and also mentions extensions that were implemented in editor.
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Buchta, David. "3D herní svět v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363872.

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Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
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Ingelborn, Marcus. "Rendering av geodata med OpenGL." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286289.

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Den här studien undersökte om det är lönsamt eller ej att implementera hård-varustöd, med hjälp av OpenGL, för rendering av geografisk data. I detta fall innebar det skapande av kartbilder med tillfälliga föremål positionerade och inritade. Föremålen var under konstant förändring och en bildruta kunde inte antas se likadan ut som nästa. För att besvara på frågan användes en testmiljö hos företaget Saab och den öppna programvaran Geotools. En aktionsforskning genomfördes där en ny ren-deringsmodul till Geotools implementerades. Den nya och den föregående ren-deringsmodulen, från Geotools, testades och deras renderingstider uppmättes. Därefter analyserades mätresultaten och jämfördes med statistiska metoder. Renderingstiden för en bild i den tidigare renderingsmodulen tog i snitt mellan 481 och 495 ms med sannolikhet på 99,9%. Renderingstiden utfördes i snitt med den nya renderingsmodulen på mellan 145 och 150 ms med samma sannolikhet. Inom ett konfidensintervall på 99,9% minskade snittrenderingstiden med mellan 333 och 347 ms för den nyutvecklade modulen med hårdvarustöd.
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Ye, Chunyan. "Extensions to OpenGL for CAGD." [Johnson City, Tenn. : East Tennessee State University], 2003. http://etd-submit.etsu.edu/etd/theses/available/etd-0331103-180909/unrestricted/YeC042403a.pdf.

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Thesis (M.S.)--East Tennessee State University, 2003.
Title from electronic submission form. ETSU ETD database URN: etd-0331103-180909. Includes bibliographical references. Also available via Internet at the UMI web site.
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Nordström, Björn, and Vincent Thuning. "Adwall : Visualization of data in OpenGL." Thesis, Karlstads universitet, Avdelningen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-13540.

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This thesis describes the problems and solutions of visualizing data in a real time environment.The implemented system consists of three parts, a view, controller and fetcher. These parts are loosely connected by the Model-View-Controller pattern.The performance aspect of the view will be adressed, as of the real time requirement of the visualization.The topics that the performance aspect leads to are; OpenGL optimizations and the feasiblity of using the interpreted programming language Python for real time rendering. The OpenGL optimization topic examines different rendering techniques; how they are implemented and how they perform.The role of the controller is to synchronize and organize the data over a number of views. This thesis will discuss how this was achieved with the publisher-subscribe pattern.The data source in the implementation of the project is the advertisement website Blocket.se. Blocket.se are also the customer of the system.
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Milet, Tomáš. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236545.

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This thesis deals with the creation of the intro with limited size. This work describes methods for reducing the size of the final application. The main part describes methods for generating graphic content and methods for its animation. It deals with creation of textures and geometry. Another part is aimed on the physical simulation of particle and elastic systems.
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Geršl, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235939.

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The field of this project is size restricted graphic intro. The paper deals with motivation creating such an intro and talks briefly about history. Main focus is put on general description of various principles common in demo development, techiques used achieving the practical assignment are provided with more detailed description.
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Sykala, Filip. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236468.

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Master's Thesis is about the techniques of creating a small executable program with size limited to 64kB. Describes one of the possible ways to use OpenGL for such purposes. With more detail describe the rigid body simulation, creating shaders, dynamic generating of texture and make music in intro scene applications. Presents using of WinApi to create windows, V2 synthetizer for sound and GLSL language for creating shaders. Everything is demonstratively created under Windows.
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Burkot, Martin. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236984.

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This thesis deals with the creation of minimal graphics intro. Intro size is not extending 64kB. The base of the intro is procedurally generated terrain supplemented with procedural vegetation and texture representing clouds. It also has terrain texture and imported 3D models. As background music is music playing.
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Juránková, Markéta. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237151.

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The aim of the master's thesis is to create a graphic intro with the limited size of 64kB. Brief history of a demoscene and the graphics library OpenGL is introduced in the following text. The main part of the work is a description of minimal graphics techniques used in a creative process and their further application in the final programme.
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Olexa, Jan. "Grafické intro 64kB s použitím OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399181.

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Неня, Віктор Григорович, Виктор Григорьевич Неня, Viktor Hryhorovych Nenia, and И. С. Соседов. "Моделирование составных поверхностей с помощью библиотеки OpenGL." Thesis, Издательство СумГУ, 2004. http://essuir.sumdu.edu.ua/handle/123456789/23409.

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Antonini, Edoardo. "Testing automatico per una implementazione dello standard OpenGL." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16754/.

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In questi anni gli avanzamenti della tecnologia hanno portato ad un enorme diffusione dei dispositivi connessi alla rete, generando un incredibile aumento del traffico e dei dati. Il solo poter gestire ed analizzare questi dati può risultare molto remunerativo per un'azienda, ma costruire in-house questo genere di servizi è estremamente costoso e difficile. Questo ed altri motivi hanno portato alla nascita del cloud computing, un modello per la condivisione on-demand di risorse computazionali. Tra i principali cloud provider va citato Amazon Web Services, uno dei leader di questo mercato e che di recente ha sviluppato una particolare tecnologia, Amazon Elastic GPUs. Questo progetto permette di collegare, in modo elastico, potenza grafica ad un'istanza che ne sarebbe sprovvista, in modo che l'utente possa scegliere la configurazione a lui più adatta e ottimizzare i costi. Un servizio così complesso ha bisogno di essere testato in modo estensivo, soprattutto durante la manutenzione, quando bisogna verificare che le modifiche non danneggino il comportamento originale del servizio. Per fare ciò è necessario utilizzare le corrette tecniche di testing per evitare di impiegare troppe risorse. Al giorno d'oggi si stanno diffondendo varie metodologie di verifica del software, molte delle quali hanno come loro punto forte la possibilità di automatizzare, escludendo quasi completamente dal processo l'essere umano. Nel mio progetto di tesi ho cercato di utilizzare queste metodologie per migliorare il grado di automazione di un'implementazione di OpenGL come Elastic GPUs, cercando anche di rendere i test più veloci possibile e ponendo particolare enfasi sull'espressività in caso di fallimento. Tutto ciò al fine di individuare eventuali errori in modo molto rapido e semplice.
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Slattery, Christopher P. "Analysis of rough surface lighting behaviors with OpenGL." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA397351.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, Sept. 2001.
Thesis advisor(s): Baer, Wolfgang. "September 2001." Includes bibliographical references (p. 77). Also available in print.
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de, Vahl Joel. "Intercepting OpenGL calls for rendering on 3D display." Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5496.

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An OpenGL applications usually renders to a single frame. Multi-view or 3D displays on the other hand, needs more more images representing different viewing directions on the same scene, but modifying a large number of applications would be unsuitable and problematic. However, intercepting and modifying these calls before they reach the GPU would dramatically decrease the amount of work needed to support a large number of applications on a new type of multi-view or 3D display. This thesis describes different ways on intercepting, enqueueing and replaying these calls to support rendering form different view points. Intercepting with both an own implementation of opengl32.dll and an OpenGL driver is discussed, and enqueueing using classes, function pointers and enumeration of functions is tried. The different techniques are discussed quickly with the focus being a working implementation. This resulting in an fully blown OpenGL interceptor with the ability to enqueue and replay a frame multiple times while modifying parameters such as the projection matrix. This implementation uses an own implementation of opengl32.dll that is placed in the application directory to be loaded before the real one. Enqueueing is performed by enumerating all OpenGL calls, pushing this enumeration value and all call data to a list Replaying is done by reading the same list and calling the function pointer associated with the enumeration value with the data in the list.

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Cybulskij, Igor. "Trimatės interaktyvios aplinkos kūrimas naudojant 3dsMax-OpenGL eksporterį." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2008. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20080619_132956-56391.

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Magistrinio darbo metu sukurtas MaxScript ir C++/OpenGL kalbomis parašytas programų rinkinys, leidžiantis perkelti 3D Studio Max aplinkoje sukurtą objektą arba objektų grupę su jų animacija, duomenimis apie tekstūras, suglotninimo vektorius bei informaciją apie objekto spalvą bei permatomumo nustatymus į OpenGL aplinką. Taip pat buvo atlikta OpenGL priemonių, leidžiančių padaryti trimatį objektą tikroviškesniu, apžvalga ir analizė, išsiaiškinti kiekvieno metodo privalumai bei trūkumai, susipažinta su problemomis, kurios gali kilti realizuojant vieną arba kitą efektą. Remiantis atlikta analize, buvo skirtingais metodais realizuoti dažniausiai šiuolaikiniame trimačiame modeliavime naudojami grafiniai efektai. Taip pat realizuota galimybė interaktyviai valdyti trimatį objektą – vartotojui sukūrus kelis failus su skirtinga personažo animacija, reikiama objekto animacija atvaizduojama nuspaudus atitinkamą klaviatūros mygtuką. Sukurta programinė įranga bei joje realizuoti dažniausiai naudojami grafiniai efektai leido ištirti trimatės scenos sudėtingumo bei įvairių grafinių efektų naudojimo įtaką bendram scenos našumui. Eksperimentai buvo atliekami su skirtingų konfigūracijų kompiuteriais.
For the MA thesis, using MaxScript and C++/OpenGL an exporting tool has been created allowing transfer of object and/or group of objects together with their animation, textures, smooth vectors, and information regarding their colour and transparency from 3DS Max to OpenGL. Besides, summary and analysis on OpenGL tools which would raise reality of three-dimensional scenes have been accomplished; advantages and disadvantages of each method have been ascertained. Moreover, some problems and their impact on realization of one or a number of effects have been surveyed. On the basis of this analysis, various methods of graphic effects which would be used in the three-dimensional modelling nowadays have been implemented. Furthermore, possibility of interactive operating of the three-dimensional object has been implemented, i.e. as soon as the user creates a number of files with different character animation, necessary object animation is pictured after having pressed the relevant keyboard button. The created software and generally used graphic effects used in it enabled to explore the impact of three-dimensional scenes complexity and the various graphic effects on the overall scene efficiency. All experiments have been performed using computers with different configurations.
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Kimer, Tomáš. "Benchmark pro zařízení s podporou OpenGL ES 3.0." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236024.

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This thesis deals with the development of benchmark application for the OpenGL ES 3.0 devices using the realistic real-time rendering of 3D scenes. The first part covers the history and new features of the OpenGL ES 3.0 graphics library. Next part briefly describes selected algorithms for the realistic real-time rendering of 3D scenes which can be implemented using the new features of the discussed library. The design of benchmark application is covered next, including the design of online result database containing detailed device specifications. The last part covers implementation on Android and Windows platforms and the testing on mobile devices after publishing the application on Google Play. Finally, the results and possibilites of further development are discussed.
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Jacobson, Jared Neil. "Assessing OpenGL for 2D rendering of geospatial data." Diss., University of Pretoria, 2014. http://hdl.handle.net/2263/45917.

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The purpose of this study was to investigate the suitability of using the OpenGL and OpenCL graphics application programming interfaces (APIs), to increase the speed at which 2D vector geographic information could be rendered. The research focused on rendering APIs available to the Windows operating system. In order to determine the suitability of OpenGL for efficiently rendering geographic data, this dissertation looked at how software and hardware based rendering performed. The results were then compared to that of the different rendering APIs. In order to collect the data necessary to achieve this; an in-depth study of geographic information systems (GIS), geographic coordinate systems, OpenGL and OpenCL was conducted. A simplistic 2D geographic rendering engine was then constructed using a number of graphic APIs which included GDI, GDI+, DirectX, OpenGL and the Direct2D API. The purpose of the developed rendering engine was to provide a tool on which to perform a number of rendering experiments. A large dataset was then rendered via each of the implementations. The processing times as well as image quality were recorded and analysed. This research investigated the potential issues such as acquiring data to be rendered for the API as fast as possible. This was needed to ensure saturation at the API level. Other aspects such as difficulty of implementation as well as implementation differences were examined. Additionally, leveraging the OpenCL API in conjunction with the TopoJSON storage format as a means of data compression was investigated. Compression is beneficial in that to get optimal rendering performance from OpenGL, the graphic data to be rendered needs to reside in the graphics processing unit (GPU) memory bank. More data in GPU memory in turn theoretically provides faster rendering times. The aim was to utilise the extra processing power of the GPU to decode the data and then pass it to the OpenGL API for rendering and display. This was achievable via OpenGL/OpenCL context sharing. The results of the research showed that on average, the OpenGL API provided a significant speedup of between nine and fifteen times that of GDI and GDI+. This means a faster and more performant rendering engine could be built with OpenGL at its core. Additional experiments show that the OpenGL API performed faster than GDI and GDI+ even when a dedicated graphics device is not present. A challenge early in the experiments was related to the supply of data to the graphic API. Disk access is orders of magnitude slower than the rest of the computer system. As such, in order to saturate the different graphics APIs, data had to be loaded into main memory. Using the TopoJSON storage format yielded decent data compression allowing a larger amount of data to be stored on the GPU. However, in an initial experiment, it took longer to process the TopoJSON file into a flat structure that could be utilised by OpenGL than to simply use the actual created objects, process them on the central processing unit (CPU) and then upload them directly to OpenGL. It is left as future work to develop a more efficient algorithm for converting from TopoJSON format to a format that OpenCL can utilise.
Dissertation (MSc)--University of Pretoria, 2014.
tm2015
Geography, Geoinformatics and Meteorology
MSc
Unrestricted
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Bui, Quan Huy Minh. "Physics Engine on the GPU with OpenGL Compute Shaders." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2274.

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Any kind of graphics simulation can be thought of like a fancy flipbook. This notion is, of course, nothing new. For instance, in a game, the central computing unit (CPU) needs to process frame by frame, figuring out what is happening, and then finally issues draw calls to the graphics processing unit (GPU) to render the frame and display it onto the monitor. Traditionally, the CPU has to process a lot of things: from the creation of the window environment for the processed frames to be displayed, handling game logic, processing artificial intelligence (AI) for non-player characters (NPC), to the physics, and issuing draw calls; and all of these have to be done within roughly 0.0167 seconds to maintain real-time performance of 60 frames per second (fps). The main goal of this thesis is to move the physics pipeline of any kind of simulation to the GPU instead of the CPU. The main tool to make this 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 the later versions of OpenGL, the Khronos Group has introduced Compute Shader, which can be used for general-purpose computing on the GPU (GPGPU). This means the GPU can be used to process any arbitrary math computations, and not limited to only process the vertices and fragments of polygons. This thesis features Broad Phase and Narrow Phase collision detection stages, and a collision Resolution Phase with Sequential Impulses entirely on the GPU with real-time performance.
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26

Mikhliuk, Dzmitry. "Tvorba aplikaci v prostředí OS Android s využitím OpenGL." Master's thesis, Česká zemědělská univerzita v Praze, 2016. http://www.nusl.cz/ntk/nusl-259149.

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The topic of this thesis is oriented on field of information technologies, especially on a field of development of the game applications for Android using OpenGL. At the first part of the thesis is described current situation in a mobile game industry, the most popular operation systems and opportunities of monetization for single developers or firms. In this part follows short review of the necessary software and hardware technologies for designing modelling application, architecture designing, creating of the graphic units, implementation chosen solution in Java language using LibGDX and Box2D. At the conclusion will be analyzed the results of the done work and feedback of the users.
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27

Frid, 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.

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Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. On the other hand rasterized methods such as deferred rendering are able to keep the tight time constraints with the support of modern hardware. Objectives. The basic objective is to merge deferred rendering and ray-tracing into one rasterized pipeline for dynamic scenes. In the thesis the proposed method is explained and compared to the methods it merges. Image quality, execution time and VRAM usage impact are investigated. Methods. The proposed method uses deferred rendering to render the result of the primary rays. Some pixels are marked, based on material properties for further rendering with ray-tracing. Only reflections are presented in the thesis but it has been proven that other global illumination effects can be implemented in the ray-tracing framework used. Results and Conclusions. The hybrid method is proved through experiments to be between 2.49 to 4.19 times faster than pure ray-tracing in the proposed pipeline. For smaller scenes it can be run at frame rates close to real-time, but, for larger scenes such as the Crytek Sponza scene the real-time feeling is lost. However, interactivity is never lost. It is also proved that a simple adjustment to the original framework can save almost 2/3 of the memory spent on A-buffers. Image comparisons prove that the technique can compete with offline ray tracers in terms of image quality.
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28

Anderdahl, Johan, and Alice Darner. "Particle Systems Using 3D Vector Fields with OpenGL Compute Shaders." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5740.

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Context. Particle systems and particle effects are used to simulate a realistic and appealing atmosphere in many virtual environments. However, they do occupy a significant amount of computational resources. The demand for more advanced graphics increases by each generation, likewise does particle systems need to become increasingly more detailed. Objectives. This thesis proposes a texture-based 3D vector field particle system, computed on the Graphics Processing Unit, and compares it to an equation-based particle system. Methods. Several tests were conducted comparing different situations and parameters for the methods. All of the tests measured the computational time needed to execute the different methods. Results. We show that the texture-based method was effective in very specific situations where it was expected to outperform the equation-based. Otherwise, the equation-based particle system is still the most efficient. Conclusions. Generally the equation-based method is preferred, except for in very specific cases. The texture-based is most efficient to use for static particle systems and when a huge number of forces is applied to a particle system. Texture-based vector fields is hardly useful otherwise.
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29

Persson, Johan. "A study on the use of OpenGL in window systems." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3598.

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OpenGL is getting used more in window system as a way of improving performance and enabling new functionality. Examples of two systems using different approaches of how OpenGL is being used are Quartz Extreme and Fresco. Quartz Extreme uses window composition which assures fast redisplay and Fresco on the other hand uses a structured graphics approach which utilises OpenGL on a much lower level compared to Quartz Extreme which operates at a window level. Fresco’s way brings great flexibility and an ability to mix 2D and 3D-objects on the desktop. But each of the approaches has its problems; Quartz extreme requires a large amount of memory for buffering of the window contents and Fresco has performance problems when redisplaying complex structures.
OpenGL används mer och mer i fönstersystem som ett sätt att förbättra prestanda och möjliggöra ny funktionalitet. Två exempel på olika sätt att nyttja OpenGL är Quartz Extreme och Fresco, Quartz Extreme använder fönster komposition vilket garanterar snabbt omritning av fönster medan Fresco använder Structured Graphics vilket använder OpenGL på en mycket lägre nivå inom fönstersystemet jämfört med Quartz Extreme som är på fönster nivå. Frescos angreppsätt medför en större flexibilitet och möjligheten att blanda 2D och 3D-objekt på skrivbordet. Men bägge angreppsätten har sina nackdelar; Quartz Extreme kräver en stor mängd minne eftersom den buffrar fönsterinnehållet och Fresco får problem med prestandan vid omritning av komplexa strukturer.
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30

Kayombya, Guy-Richard. "SIFT feature extraction on a Smartphone GPU using OpenGL ES2.0." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61162.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Page 46 blank. Cataloged from PDF version of thesis.
Includes bibliographical references (p. 45).
SIFT describes local features in image used for object recognition in a vast array of application, such as augmented reality, panorama stitching. These applications are becoming very popular on Smartphones but also require considerable amount of computing power. GPUs offer a significant amount of untapped computing power that can help increase performance and improve user experience. We explore the feasibility of parallel heterogeneous computing on current generation of Smartphone. We show that the CPU and GPU can work in tandem to solve complex problems. However the mobile platform remains very restrictive requires a lot of effort from the programmer but does not achieve the same performance gains as observed on the PC.
by Guy-Richard Kayombya.
M.Eng.
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31

Kučerňák, Martin. "Demonstrační aplikace pro displacement mapping a analýzu výkonnosti OpenGL pipeline." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236145.

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32

Cangini, Loris. "Modern OpenGL e linguaggio GLSL per lo sviluppo di shader grafici." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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OpenGL ha subito, nel corso del tempo, diverse evoluzioni, cambiando il suo funzionamento. Con il seguente elaborato si vuole capire come e quanto l’introduzione degli shader ha migliorato l’API, e perché questa innovazione ha permesso lo sviluppo di applicazioni più liberamente rispetto a quanto era possibile fare con le prime versioni. Si vedranno quali sono, e per quali ragioni sono state introdotte, le migliorie che hanno portato al Modern OpenGL, verranno trattati i principali tipi di shader utilizzati e le strutture dati che devono essere usate per poter comunicare eᨴcientemente con la scheda video, dove verranno eseguiti gli shader e calcolato il rendering della scena da noi descritta. Verranno usati anche esempi pratici per vedere come le cose funzionano nel concreto; si partirà da semplici scene 2D, aggiungendo man mano concetti in modo da ottenere rese sempre più realistiche, permettendo così a chiunque di provare con le proprie mani a creare shader ed applicazioni graᨴche.
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33

Henriksson, Ola. "A Depth of Field Algorithm for Realtime 3D Graphics in OpenGL." Thesis, Linköping University, Department of Science and Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1169.

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The company where this thesis was formulated constructs VR applications for the medical environment. The hardware used is ordinary dektops with consumer level graphics cards and haptic devices. In medicin some operations require microscopes or cameras. In order to simulate these in a virtual reality environment for educational purposes, the effect of depth of field or focus have to be considered.

A working algorithm that generates this optical occurence in realtime, stereo rendered computer graphics is presented in this thesis. The algorithm is implemented in OpenGL and C++ to later be combined with a VR application simulating eye-surgery which is built with OpenGL Optimizer.

Several different approaches are described in this report. The call for realtime stereo rendering (~60 fps) means taking advantage of the graphics hardware to a great extent. In OpenGL this means using the extensions to a specific graphic chip for better performance, in this case the algorithm is implemented for a GeForce3 card.

To increase the speed of the algorithm much of the workload is moved from the CPU to the GPU (Graphics Processing Unit). By re-defining parts of the ordinary OpenGL pipeline via vertex programs, a distance-from-focus map can be stored in the alpha channel of the final image with little time loss.

This can effectively be used to blend a previously blurred version of the scene with a normal render. Different techniques to quickly blur a renderedimage is discussed, to keep the speed up solutions that require moving data from the graphics card is not an option.

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34

Aguiari, Davide. "Una libreria OpenGL per la selezione e editing di mesh poligonali." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6719/.

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Nel mondo Open Source, la libreria grafica OpenGL è oggi ampiamente utilizzata in svariati settori come l'animazione 2D/3D, la modellazione CAD o nello sviluppo di videogiochi. A causa dei suoi innumerevoli usi e dell'astrazione che OpenGL permette di ottenere su diversi ambienti grafici, lo sviluppatore - che la utilizza - è vincolato a cercare librerie di supporto al fine di sfruttarne al meglio le potenzialità. Questa tesi si configura su questi presupposti, presentando una libreria di selezione e editing di mesh 3D basata su OpenGL. La libreria, chiamata libEditMesh, sfrutta il meccanismo geometrico del RayPicking permettendo all'utilizzatore di identificare col mouse punti, facce e lati di solidi in scena. La tesi si articola sostanzialmente in due parti: nella prima vengono proposte alcune soluzioni ad-hoc sviluppate su applicazioni già esistenti nel panorama openSource, e non; nella seconda vengono esposti gli algoritmi e funzioni implementate in libEditMesh.
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35

Carlsson, Daniel, and Peder Einarsson. "Inledning till spelutveckling för AndroidSpelutveckling för Android med Java och OpenGL ES." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12879.

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This thesis deals with the problems you face as a new game developer for the mobile platform Android when developing a 3D game and presents solutions to these problems. It also explores which optimizations should be made to increase performance and how well suited for game development the Android platform is. A simple 3D game for version 2.2 of Android was developed to examine this. The conclusion was that a good game structure for Android separates logic and rendering by running these separately in different threads. Solutions to rendering and updating of game logic were presented and optimizations were implemented for performance, although fewer optimizations were needed than was anticipated. In conclusion, Android is well suited for game development and a powerful platform for developers.
Denna uppsats tar upp de problem man stöter på som ny spelutvecklare till den mobila plattformen Android vid utvecklandet av ett 3D-spel och presenterar lösningar på dessa problem. Den undersöker även vilka optimeringar man bör göra för att öka sin prestanda samt hur väl anpassad Android-plattformen är för spelutveckling. För att undersöka detta utvecklades ett enkelt 3D-spel till Android version 2.2. Slutsatsen var att en bra spelstruktur i Android skiljer på logik och utritning genom att köra dessa separat i olika trådar. Lösningar på rendering och uppdatering av spellogik presenterades och optimeringar implementerades för prestanda, dock krävdes färre optimeringar än väntat. Slutsatsen var att Android är väl anpassat för spelutveckling och en kraftfull plattform för utvecklare.
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36

Pulita, Andrea. "Progettazione e Realizzazione in OpenGL di un’Applicazione di Motion Capture basata su Kinect." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Riuscire a visitare un mondo virtuale senza controller, facendo uso dei movimenti di parti del proprio corpo, è sempre stato uno dei sogni di milioni di videogiocatori. Chi non vorrebbe immergersi completamente in un’avventura grafica provando, ad esempio, in tempo reale i propri riflessi nello schivare una freccia, o combattere con una spada contro una moltitudine di nemici. Questo sogno è stato realizzato nel 2009 grazie al Kinect, un insieme di sensori posti su un dispositivo che cattura i movimenti del giocatore e lo trasferisce ad un elaboratore di dati. L’obiettivo di questa tesi è proprio quello di realizzare un basilare mondo virtuale esplorabile dall’utente tramite il Kinect. In questo modo si spera di riuscire a trasmettere quanto questo piccolo dispositivo sia utile e potente, nonostante siano passati diversi anni dalla sua uscita, e per questo ancora oggi usato.
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37

Eriksson, Felix. "PixelCity Sharp-X : Jämförelser ur utvecklarperspektiv mellan C++ med OpenGL och C# med Direct3D." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-16176.

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This essay serves to illustrate the main practical differences between the popular medium-level programming language C++ (C Plus Plus), and the newer high-level language C# (C Sharp). It will focus on the aspects that are readily apparent to the application programmer, such as differing syntax, constraints and capabilities. It will also feature a similar comparison between the open source OpenGL graphics library, and the proprietary Direct3D graphics library owned by Microsoft Corporation. It will not go into the differences in ”under the hood” mechanics that the application programmer seldom have to consider after having chosen his programming language or graphics API, such as C# being compiled into an intermediate language and is run on a virtual machine where C++ is compiled directly to machine code, or the differing principles of rendering in OpenGL and Direct3D. This is by no means comprehensive, many things have been left out or overlooked.
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38

Strauss, Jürgen. "Interaktions- und Animationstechniken in virtuellen Welten." [S.l. : s.n.], 1997. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB10324510.

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39

Sörman, Torbjörn. "Comparison of Technologies for General-Purpose Computing on Graphics Processing Units." Thesis, Linköpings universitet, Informationskodning, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-125882.

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The computational capacity of graphics cards for general-purpose computinghave progressed fast over the last decade. A major reason is computational heavycomputer games, where standard of performance and high quality graphics constantlyrise. Another reason is better suitable technologies for programming thegraphics cards. Combined, the product is high raw performance devices andmeans to access that performance. This thesis investigates some of the currenttechnologies for general-purpose computing on graphics processing units. Technologiesare primarily compared by means of benchmarking performance andsecondarily by factors concerning programming and implementation. The choiceof technology can have a large impact on performance. The benchmark applicationfound the difference in execution time of the fastest technology, CUDA, comparedto the slowest, OpenCL, to be twice a factor of two. The benchmark applicationalso found out that the older technologies, OpenGL and DirectX, are competitivewith CUDA and OpenCL in terms of resulting raw performance.
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40

Goes, Claudio Eduardo. "Reconstrução tri-dimensional de imagens obstétricas de ultra-som utilizando linguagem computacional Java e OpenGL." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/18/18133/tde-04092007-161911/.

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Este projeto de pesquisa trata da elaboração de um sistema de reconstrução de imagens obstétricas de fetos, em aparelhos de ultra-som convencionais, para a visualização dessas imagens em três dimensões utilizando a internet como meio de utilização do sistema, com o principal objetivo de proporcionar aos médicos ginecologistas melhor visualização do formato e das estruturas internas, e em especial da face do feto, através do processo de reconstrução tridimensional feito a partir de um conjunto de imagens bidimensionais capturadas em aparelhos convencionais de ultra-som. O uso clínico deste projeto está previsto para o setor de obstetrícia do Hospital das Clínicas de Ribeirão Preto.
This project of research deals with the laboration of a reconstruction system of obstetrics images of embryos in devices of ultrasound will be conventional the visualization of these images in three dimensions using the internet half of uses of the system, with the main objective provides to the medical gynecologists a better visualization of the format and the internal structures and in special the face of the embryo through the made process of three-dimensional reconstruction from a dataset of captured bi-dimensional images in conventional devices of ultrasound. The clinical uses of this project is foreseen will be the sector of obstetrics of the Hospital of the Clinics of Ribeirão Preto.
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41

Kopecky, Kenneth Edward. "Real-time water simulation and rendering using features of the latest OpenGL-capable graphics hardware." [Ames, Iowa : Iowa State University], 2007.

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42

Ferreira, Heldai Lemos. "Software didático baseado em uma plataforma inercial de baixo custo usando a biblioteca gráfica OpenGL." Instituto Tecnológico de Aeronáutica, 2009. http://www.bd.bibl.ita.br/tde_busca/arquivo.php?codArquivo=837.

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Este trabalho consiste no desenvolvimento de um software que lê acelerações e rotações armazenadas em um arquivo binário ou as recebe da plataforma inercial 3DM-GX1 da MicroStation, além disso usa a biblioteca gráfica OpenGL (Open Graphic Library) para simular os efeitos desses dados na tela de um microcomputador. O software possui dois modos de operação, o modo denominado Normal e o modo Emulador. No modo Normal o software pode ser usado para se comunicar com a plataforma inercial 3DM-GX1 ou carregar um arquivo binário, mostrar graficamente as informações recebidas da plataforma ou do arquivo, armazenar os dados em um arquivo binário que pode ser carregado posteriormente e exportar os dados para arquivos texto, em formato compatível com alguns aplicativos como, por exemplo, Excel e Matlab. No modo Emulador, é mostrada a imagem da plataforma inercial na tela do computador e a atitude da plataforma, mostrada na figura, pode ser alterada através do teclado do computador. Nesse modo, todos os movimentos controlados pelo teclado são convertidos para o formato de comunicação da plataforma inercial e enviados pela porta serial do computador, emulando dessa forma o funcionamento da plataforma. Nesse modo o software responde a comandos enviados pela porta serial como se fosse a própria plataforma. Com esse software é possível armazenar os dados da plataforma e usar um microcomputador para enviar esses dados como se fosse a própria plataforma. Além disso, pode ser útil como ferramenta de aquisição desses dados para exportá-los para o formato texto, a partir do qual podem ser desenvolvidos estudos mais profundos, sem a necessidade da presença física do equipamento. Esse software é uma ferramenta que pode ser aprimorada para receber dados de outros sensores e se comunicar com atuadores, para que sejam desenvolvidos filtros preditivos e sistemas de controle que permitam o controle de veículos autônomos ou que necessitem fazer sempre o mesmo trajeto.
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43

Vaďura, Jiří. "Využití Vertex a Pixel shaderu v OpenGL pro 3D zobrazení 3D obrazových dat v medicíně." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236625.

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This thesis deals with accelerated 3D rendering of medical data, e.g. computed tomography, using a graphics processor and OpenGL library. Raw data slices are send to graphic memory and rendered by a ray-casting algorithm. The goal of this project is high quality visual output and full user interaction at the same time. Multiple rendering modes are avaiable to the user: MIP, X-Ray simulation and realistic shading.
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44

Cavallari, Filippo. "CubicWorld: Progettazione e realizzazione di un prototipo di videogioco sandbox-like in Kotlin ed OpenGL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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L’obiettivo di questa tesi è la realizzazione di un propotipo di videogioco della tipologia sandbox ispirato a Minecraft, utilizzando come libreria grafica OpenGL e come linguaggio di programmazione Kotlin. Una tipologia di giochi che sta avendo successo in questo ultimo periodo e diventando preponderante è la tipologia sandbox. Si tratta di giochi con un’impostazione aperta, slegata da trama e costrizioni, che non prospettano una o più strade tra cui scegliere, ma permettono al giocatore di creare integralmente il mondo di gioco. Il progetto CubicWorld, sviluppato in questa tesi, fa parte di quest’ultima tipologia e lascia libero il giocatore di inventare e modificare il proprio mondo di gioco, piazzando e distruggendo blocchi con l’ausilio degli strumenti messi a disposizione del giocatore. Per l’implementazione del progetto, ancora in forma prototipale, è stato scelto di utilizzare Kotlin, un linguaggio di programmazione ad oggetti moderno sviluppato dalla Jetbrains e basato sulla Java Virtual Machine; la sua sintassi velocizza notevolmente la scrittura del codice, è null-safe, possiede delle notevoli librerie per il calcolo parallelo e, poiché è basato sulla JVM, è interoperabile con codice Java. Per la gestione della pipeline del rendering si è utilizzata la libreria LWJGL, la quale fornisce i bindings di tutte le funzioni di OpenGL e di altre librerie grafico/matematiche scritte in C++; nello specifico sono stati usati i bindings di OpenGL (versione >= 2.0), GLFW e la libreria java JOML (molto simile alla libreria GLM per C++).
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45

Bandini, Lorenzo. "Progettazione e realizzazione di un editor grafico per il rendering di scene tridimensionali mediante opengl." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7493/.

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L'obiettivo di questo elaborato è quindi quello di progettare e realizzare un editor grafico per la modellazione di oggetti tridimensionali, di consentire ad un utente di costruire scene complesse curandone il rendering. Il progetto è stato realizzato facendo uso del linguaggio C++ e degli strumenti messi a disposizione dalle librerie OpenGL
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46

Belloc, Olavo da Rosa. "Uma arquitetura de comunicação escalável para sistemas de visualização imersivos." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-23012017-154200/.

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A complexidade dos sistemas de visualização imersivos pode variar tremendamente conforme a sua aplicação. Algumas ferramentas mais simples fazem uso de um único óculos de Realidade Virtual como infraestrutura de visualização. No entanto, aplicações mais complexas, como simuladores e outras ferramentas de treinamento, podem necessitar de uma infraestrutura distribuída, contendo diversos computadores e telas. Alguns simuladores e outras aplicações de treinamento fazem uso frequente de periféricos sofisticados de interação, que reproduzem de maneira fiel os elementos encontrados no cenário real. Além disto, o espaço de treinamento pode ser compartilhado por dois ou mais usuários. Estes requisitos acabam por impor o uso de sistemas de visualização complexos e distribuídos, que visam cobrir de maneira quase completa o campo de vis~ao destes usuários. Por causa das características deste tipo de sistema, as aplicações desenvolvidas nestes cenários são inerentemente complexas, pois frequentemente consideram aspectos específicos da infraestrutura para realizar a distribuição e o sincronismo da cena virtual. Esta complexidade dificulta o desenvolvimento, a manutenção e a interoperabilidade destas ferramentas. Este trabalho apresenta uma arquitetura de comunicação para promover o uso de sistemas imersivos de forma simples e transparente para as aplicações, viabilizando o uso de infraestruturas complexas e distribuídas. A arquitetura proposta utiliza o mecanismo de substituição do driver OpenGL para obter, de forma automática, a distribuição do aspecto gráfico das aplicações. Apesar deste conceito já ter sido discutido na literatura, esta proposta apresenta um conjunto de técnicas para contornar as limitações inerentes desta abordagem e obter ganhos de desempenho significativos, com resultados consistentes em um amplo conjunto de infraestruturas. As técnicas apresentadas neste trabalho sugerem, entre outras coisas, o uso de recursos modernos do padrão OpenGL para reduzir o volume de comunicação entre CPU e GPU. Um dos recursos avaliados foi o uso de mecanismos de renderização indireta, onde a aplicação armazena os comandos de renderização na memória da placa gráfica. Juntamente com esta técnica, o trabalho também investigou o uso de um algoritmo de culling na própria GPU, o que permitiu que esta otimização fosse utilizada mesmo em sistemas com arranjos mais complexos de tela. Os resultados obtidos mostram que a aplicação pode exibir o seu conteúdo em um conjunto amplo de sistemas imersivos, contendo mais resolução e mais geometria visível, sem deteriorar o seu desempenho. Os testes foram conduzidos em diferentes infraestruturas e com cenas de tamanhos variáveis. Nos casos mais complexos, as técnicas propostas podem reduzir em 86% o tempo médio de renderização, quando comparadas com as abordagens tradicionais.
The complexity of immersive visualization systems can vary tremendously depending on their application. Some simple tools might only require a conventional virtual reality goggle as a visualization infrastructure. However, more complex applications, such as simulators and other training tools, might require a distributed infrastructure, containing several computers and screens. Some training applications and simulators invariably make use of physical peripherals for interaction, which are designed to faithfully reproduce the elements found in real scenarios. Furthermore, the training area may be shared by two or more users. These requirements usually impose the use of complex and distributed imaging systems, which are intended to cover almost the entire field of view of the users involved. Because of the characteristics of this type of system, the applications developed for these infrastructures are inherently complex. They are required to consider specific aspects of the infrastructure itself to carry out the distribution and synchronization of the virtual scene. This complexity hampers the development, maintenance and interoperability of these tools. This work presents a communication architecture to promote the use of immersive systems by allowing applications to use complex and distributed infrastructures in a simple and transparent way. The proposed architecture uses the approach of replacing the OpenGL driver to transparently achieve graphics distribution. Although this has already been discussed in the literature, this document presents a set of techniques to overcome the inherent limitations of this approach and ultimately achieve significant performance gains, with consistent results across a broad range of infrastructures. The techniques presented here suggest, among other things, the use of modern features of the OpenGL standard to reduce the communication overhead between CPU and GPU. One of the features evaluated was the usage of indirect rendering, where the application stores all the rendering commands in the graphics card dedicated memory. Along with this feature, the work also investigated the use of a culling algorithm on the GPU itself, which allowed this optimization to be used even on systems containing screens with a more complex layout. The results show that the application can render its content in a wide range of immersive systems, with higher resolution and more visible geometry, without degrading its performance. The tests were conducted at different infrastructures and scenes with variable sizes. In the more complex use cases, the proposed techniques can reduce by up to 86% the average rendering time, when compared to the traditional approaches.
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47

Blanco, Paananen Adrian. "Simulating High Detail Brush Painting on Mobile Devices : Using OpenGL, Data-Driven Modeling and GPU Computation." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192561.

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This report presents FastBrush, an advanced implementation for real time brush simulation, which achieves high detail with a large amount of bristles, and is lightweight enough to be implemented for mobile devices. The final result of this system has far higher detail than available consumer painting applications. Paintbrushes have up to a thousand bristles. Adobe Photoshop is only able to simulate up to a hundred bristles in real-time, while FastBrush is able to capture the full detail of a brush with up to a thousand bristles in real-time on mobile devices. Simple multidimensional data driven modeling is used to create a deformation table, which enables calculating the physics of the brush deformations in near constant time for the entire brush, and thus the physics calculation overhead of a large number of bristles becomes negligible. The results show that there is a large potential for use of data driven models in high detail brush simulations.
Denna rapport presenterar FastBrush, en avancerad implementation för realtidssimulation av penselmålning som uppnår hög detalj med en stor mängd penselstrån, samt är snabb nog att implementeras för mobila enheter. Det slutgiltliga resultatet av denna implementation har mycket högre detail än nuvarande tillgängliga konsumentapplikationer. Penslar har ett tusen individuella penselstrån. Adobe Photoshop är begränsad till att simulera maximum ett hundra penselstrån, medan FastBrush kan uppnå fullständig detaljrik återgivning med upp till ett tusen penselstrån i realtid på mobila enheter. Enkel multidimensionell datadriven modellering används för att skapa en deformationstabell, vilket möjliggör att beräkna fysiken för penselns deformation i nära konstant tid, och därför blir de kostnaden av fysikkalkylationerna för ett högt antal individuella penselstrån försummbar. Resultaten visar att det finns stor potential för användning av datadrivna modeller i högdetaljerade penselsimulationer.
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48

Cánepa, Garay Aldo Vicenzo. "Camarón: visualizador y evaluador de mallas geométricas mixtas grandes en 3D, acelerado con Shaders en OpenGL." Tesis, Universidad de Chile, 2013. http://www.repositorio.uchile.cl/handle/2250/113645.

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Ingeniero Civil en Computación
El objetivo del presente trabajo de titulación es desarrollar y diseñar una aplicación multiplataforma para visualizar y analizar mallas geométricas mixtas en tres dimensiones. El visualizador debió ser implementado priorizando la eficiencia para poder manejar mallas muy grandes, y además poseer un diseño de calidad que permitiera extenderlo fácilmente. Una malla geométrica es un conjunto de celdas adyacentes que buscan modelar un objeto complejo de forma discreta; dependiendo del tipo de malla, las celdas serán polígonos y/o poliedros. Los elementos que forman las mallas pueden ser evaluados bajo distintos criterios para medir su calidad. Algunos modelos tienen millones de elementos, por lo que realizar cualquier tipo de cálculo sobre la malla, incluyendo renderizarla, es muy costoso. Para manejar mallas grandes de forma eficiente, varios algoritmos fueron acelerados utilizando la unidad de procesamiento gráfico de la tarjeta de video (GPU). Las GPU de última generación permiten realizar un gran número de tareas en paralelo, ya que tienen cientos de núcleos de procesamiento. Para poder aprovechar el potencial de la tarjeta de video se utiliza la API gráfica multiplataforma OpenGL. La interfaz de la API provee un gran número de funciones para controlar la tarjeta de video, y además especifica el lenguaje de programación GLSL, el cual nos permite programar el pipeline de renderizado, todo esto sin preocuparse del tipo de tarjeta de video ni del sistema operativo. Para abordar el problema, primero se analizaron los requerimientos específicos de la aplicación y se confeccionó un diseño para satisfacerlos. Se propuso un esquema modular, utilizando programación orientada a objetos y patrones de diseño, con lo cual se consiguió una aplicación extensible y capaz de realizar las tareas requeridas. Después, se implementaron las clases especificadas en el diseño y se generó una interfaz gráfica amigable para el usuario utilizando Qt. Esta interfaz permite al usuario acceder a todas las funcionalidades de la aplicación. Además, se utilizaron múltiples programas de Shaders para producir distintos efectos de iluminación y para acelerar algoritmos que no están relacionados con la visualización. Como resultado se obtuvo una poderosa herramienta gratuita y multiplataforma para analizar mallas. Con un diseño de calidad se consiguió que la aplicación fuese fácilmente extensible en estrategias de evaluación, modos de visualización, tipos de formatos que lee y exporta, y modos de seleccionar elementos. Además, el visualizador es capaz de procesar mallas que contienen por sobre un millón de elementos en tiempos reducidos, por lo que sigue siendo una aplicación altamente interactiva bajo estas condiciones.
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49

Palmqvist, Daniel. "The personal computer as an embedded digital entertainment unit." Thesis, University West, Department of Informatics and Mathematics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-578.

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50

Melichar, Vojtěch. "Interaktivní simulace chování tkaniny akcelerovaná pomocí GPU." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255412.

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This master thesis deals with interactive cloth simulation accelerated by GPU. In the first part there is a description of all technologies used during implementation of a program. The second part discusses various simulation methods. It is mainly focused on particle systems as a most used method. These parts are followed by a design of the program, which is implemented as a part of this thesis. The program was implemented in four variants. The first variant is CPU implementation, which was then optimalized with OpenMP. CUDA implementation is based on these implementations. Last variant implemented in this thesis is optimized CUDA implementation. All these implementations are evaluated from compute complexity point of view and suitability for real time graphics.
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