Dissertations / Theses on the topic 'OpenGL'
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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.
Full textAhlgren, 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.
Full textVizz3D 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.
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.
Full textNilsson, 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.
Full textArkitekturella 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.
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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.
Full textCataloged 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.
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.
Full textDokoupil, 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.
Full textBuchta, 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.
Full textIngelborn, 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.
Full textYe, 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.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0331103-180909. Includes bibliographical references. Also available via Internet at the UMI web site.
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.
Full textMilet, 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.
Full textGeršl, 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.
Full textSykala, 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.
Full textBurkot, 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.
Full textJuránková, 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.
Full textOlexa, 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.
Full textНеня, 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.
Full textAntonini, Edoardo. "Testing automatico per una implementazione dello standard OpenGL." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16754/.
Full textSlattery, 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.
Full textThesis advisor(s): Baer, Wolfgang. "September 2001." Includes bibliographical references (p. 77). Also available in print.
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.
Full textAn 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.
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.
Full textFor 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.
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.
Full textJacobson, Jared Neil. "Assessing OpenGL for 2D rendering of geospatial data." Diss., University of Pretoria, 2014. http://hdl.handle.net/2263/45917.
Full textDissertation (MSc)--University of Pretoria, 2014.
tm2015
Geography, Geoinformatics and Meteorology
MSc
Unrestricted
Bui, Quan Huy Minh. "Physics Engine on the GPU with OpenGL Compute Shaders." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2274.
Full textMikhliuk, 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.
Full textFrid, 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.
Full textAnderdahl, 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.
Full textPersson, 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.
Full textOpenGL 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.
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.
Full textPage 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.
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.
Full textCangini, Loris. "Modern OpenGL e linguaggio GLSL per lo sviluppo di shader grafici." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textHenriksson, 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.
Full textThe 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.
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/.
Full textCarlsson, 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.
Full textDenna 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.
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.
Find full textEriksson, 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.
Full textStrauss, Jürgen. "Interaktions- und Animationstechniken in virtuellen Welten." [S.l. : s.n.], 1997. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB10324510.
Full textSörman, 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.
Full textGoes, 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/.
Full textThis 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.
Kopecky, Kenneth Edward. "Real-time water simulation and rendering using features of the latest OpenGL-capable graphics hardware." [Ames, Iowa : Iowa State University], 2007.
Find full textFerreira, 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.
Full textVaďura, 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.
Full textCavallari, 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.
Find full textBandini, 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/.
Full textBelloc, 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/.
Full textThe 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.
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.
Full textDenna 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.
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.
Full textEl 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.
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.
Full textMelichar, 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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