Dissertations / Theses on the topic 'Performance rendering'
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Hensley, Justin Lastra Anselmo. "Increasing rendering performance of graphics hardware." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2007. http://dc.lib.unc.edu/u?/etd,803.
Full textTitle from electronic title page (viewed Dec. 18, 2007). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science." Discipline: Computer Science; Department/School: Computer Science.
Larsen, Matthew. "Performance Modeling of In Situ Rendering." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22297.
Full textPoliakov, Vladislav. "Light Performance Comparison betweenForward, Deferred and Tile-basedforward rendering." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20584.
Full textZellmann, Stefan [Verfasser], and Ulrich [Akademischer Betreuer] Lang. "Interactive High Performance Volume Rendering / Stefan Zellmann. Gutachter: Ulrich Lang." Köln : Universitäts- und Stadtbibliothek Köln, 2014. http://d-nb.info/1056999675/34.
Full textle, Clercq Anton, and Kristoffer Almroth. "Comparison of Rendering Performance Between Multimedia Libraries Allegro, SDL and SFML." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259756.
Full textI denna rapport jämförs renderingsprestandan mellan multimediabiblioteken Allegro, SDL och SFML. Den högsta prestandan uppnås genom att skriva kod direkt till en lågnivå-API för grafik, men det kräver mycket mer kod än att använda ett multimediabibliotek. Därför är det vanligt att använda ett multimediabibliotek eller något med liknande funktioner för visualiseringsarbeten. Jämförelsen bestod av att räkna det totala antalet skärmbilder som renderades under en sekund för statiska, semitransparanta, rotarande och rörliga bilder. Varje test kördes med 50 till 10 000 bilder som renderades samtidigt, och programmen testades på sex olika datorer, tre bärbara med integrerade GPUs och tvåkärniga energieffektiva CPUs, och tre stationära med externa GPUs och fyrkärniga CPUs med upplåst klockfrekvens. Allegro presterade bäst på bärbara datorer under en hög belastning, men var upp till 50% sämre i alla övriga tester. SDL presterade bäst på stationära datorer, därför är det ett bra val för krävande grafiska program på stationära datorer. SFML presterade bäst överlag, vilket gör det till det bästa valet för att skapa grafiska program som är tänkta att köras på olika starka datorer.
Pajot, Anthony. "Toward robust and efficient physically-based rendering." Toulouse 3, 2012. http://thesesups.ups-tlse.fr/2801/.
Full textPhysically-based rendering is used for design, illustration or computer animation. It consists in producing photorealistic images by solving the equations which describe how light travels in a scene. Although these equations have been known for a long time and many algorithms for light simulation have been developed, no algorithm exists to solve them efficiently for any scene. Instead of trying to develop a new algorithm devoted to light simulation, we propose to enhance the robustness of most methods used nowadays and/or which can be developed in the years to come. We do this by first identifying the sources of non-robustness in a physically-based rendering engine, and then addressing them by specific algorithms. The result is a set of methods based on different mathematical or algorithmic methods, each aiming at improving a different part of a rendering engine. We also investigate how the current hardware architectures can be used at their maximum to produce more efficient algorithms, without adding approximations. Although the contributions presented in this dissertation are meant to be combined, each of them can be used in a standalone way: they have been designed to be internally independent of each other
Yuan, Ping. "A performance evaluation framework of multi-resolution algorithms for real-time rendering." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60363.pdf.
Full textRahm, Marcus. "Forward plus rendering performance using the GPU vs CPU multi-threading. : A comparative study of culling process in Forward plus." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14894.
Full textDahlin, Alexander. "Improving Ray Tracing Performance with Variable Rate Shading." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21945.
Full textBakgrund. Hårdvaruaccelererad strålspårning har möjliggjort strålspårade reflektioner för realtidsapplikationer såsom spel. Däremot måste antalet strålar som spåras hållas lågt för att förväntade bildfrekvenser ska uppnås. Därför används renderings-tekniker som att rendera reflektioner i en fjärdedels upplösning för att begränsa mängden strålar. De nya teknikerna inline strålspårning och hårdvarubaserad variable rate shading (VRS) kan användas för att minska antalet strålar ytterliggare. Syfte. Det första målet är att använda hårdvarubaserad VRS för att minska antalet strålar ytterligare jämfört med att rendera reflektioner i en fjärdedels upplösning, men samtidigt upprätthålla den visuella kvalitén. Det andra målet är att avgöra om inline strålspårning ger bättre prestanda än att använda strålgenererings shaders för reflektioner. Metod. För att svara på forskningsfrågorna ufördes experiment på en strålspårad reflektionspipeline med olika tekniker för att generera strålar. Teknikerna som testas är inline strålspårning, inline strålspårning kombinerat med VRS, samt strålgenererings shaders. Dessa jämförs och evalueras med prestandatester och bild-evaulatorn \FLIP. Resultat. Resultaten visar att minska mängden strålar med hårdvarubaserad VRS resulterar i en prestandaökning. Skillnaden i visuell kvalité mellan inline strålspårning kombinerat med VRS och tidigare tekniker är jämförbara. Prestandatesterna visar att inline strålspårning presterar värre än strålgenererings shaders vid ökad scenkomplexitet. Slutsatser. Slutsatsen är att hårdvarubaserad VRS kan användas för att minska antalet strålar och resultera i bättre prestanda, medan den visuella kvalitén är jämförbar med tidigare tekniker. Inline strålspårning ger inte bättre prestanda än strålgenererings shaders vid strålspårade reflektioner och liknande arbetsbelastning.
Abidi, Faiz Abbas. "Remote High Performance Visualization of Big Data for Immersive Science." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78210.
Full textMaster of Science
J'lali, Yousra. "DirectX 12: Performance Comparison Between Single- and Multithreaded Rendering when Culling Multiple Lights." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20201.
Full textHand, Randall Eugene. "A faster technique for rendering meshes in multiple display systems." Master's thesis, Mississippi State : Mississippi State University, 2002. http://library.msstate.edu/etd/show.asp?etd=etd-04082002-165856.
Full textFast, Tobias. "Alpha Tested Geometry in DXR : Performance Analysis of Asset Data Variations." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19730.
Full textBakgrund. Strålspårning(Ray tracing) kan användas för att uppnå hyperrealistisk 3D-rendering, men det är en mycket tung beräkningsuppgift. Sedan hårdvarustöd för att utföra strålspårning i realtid lanserades har spelindustrin introducerat funktionen i spel. Trots modern hårdvara upplevers fortfarande prestandaproblem när vanliga renderingstekniker kombineras med strålspårning. En av dessa problematiska tekniker är alfa-testning(alpha testing). Syfte. Denna avhandling kommer att undersöka följande: 1) Hur texturformatet på alfamasken(alpha map) och hur antalet alfamaskar påverkar renderingstiderna. 2) På vilket sätt tesselering av den alfa-testade geometrin påverkar prestandan och om tesselering har potentialen att ersätta alfa-testet helt ur ett prestandaperspektiv. Metod. En DXR 3D-renderare kommer att implementeras som kan rendera alfatestad geometri med hjälp av en “Any-hit” shader. Renderaren användes för att mäta och jämföra renderingstider givet varierande textur- och geometri-data. Två alfaprövade trädmodeller tesselaterades till olika nivåer och deras relaterade texturer konverterades till fyra format som användes i testscenerna. Resultat & Slutsatser. När texturformaten BC7, R(1xfloat32) och BC4 användes för alfamasken visade alla en minskad renderingstid relativ RGBA (4xfloat32). BC4 gav bästa prestandaökningen och minskade renderingstiden med upp till 17% med en alfamask per modell och upp till 43% med åtta alfamasker. När antalet alfamasker som användes per modell ökade renderingstiderna med upp till 52% när alfamaskerna ökade från en till två. En stor ökning av renderingstiden observerades när alfamaskerna gick från tre till fyra i alla testfall. När alfatestning användes på de tesselerade modellversionerna ökade renderingstiderna i de flesta fall, som högst 135%. En minskning på upp till 8% observerades emellertid när modellerna tesselaterades till en viss grad. Att stänga av alfatestning gav en signifikant ökning av prestandan, vilket tillät högre tesselerade versioner att renderas för alla modeller. Samtidigt som antalet trianglar ökade med en faktor på 78, i ett av fallen, minskades renderingstiden med 30%. Detta antyder att förtesselerade modeller potentiellt kan användas för att ersätta alfatestad geometri när prestanda är ett högt krav.
Thompson, Maria do Rosário. "Psychophysical evaluations of modulated color rendering for energy performance of LED-based architectural lighting." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/38608.
Full textIncludes bibliographical references (p. 137-146).
This thesis is focused on the visual perception evaluation of colors within an environment of a highly automated lighting control strategy. Digitally controlled lighting systems equipped with light emitting diodes, LEDs, can produce a range of different qualities of light, adjustable to users' requirements. In this context of unparalleled controllability, a novel energy-saving lighting control concept inspired this research: strategic control of Red, Yellow, Green & Blue LEDs forming white light can further increase energy efficiency. The resulting (more efficient) white light, however, would have decreased "color rendering" (i.e. the ability of accurately reproduce the colors of illuminated objects). The notable point is that while color rendering is necessarily affected, the appearance and light levels of the white light can stay the same. But how objects' distorted colors are perceived within a real life architectural context is a key, ensuing question. This research investigated the hypothesis that a significant range of color distortions would be unnoticeable under a dynamically controlled LED system, when operating outside of users' main field of view. If successful, such control technique could minimize peak hours lighting energy waste, and potentially enable up to 25% of power reduction.
(cont.) Three incremental series of psychophysical experiments were performed based on subjective assessment of color changes under continuously modulated color rendering from white LEDs. Visual tests were carried out for central and peripheral vision on a full scale mockup of an architectural scenario. Results confirmed the fundamental hypothesis, showing that the majority of subjects did not detect the color changes in their periphery while the same color changes were noticeable with direct observation. The conclusion chapter provides fundamental guidelines for how to extrapolate the experimental results into real life and apply the data to architectural settings. Hypothetical architectural scenarios are presented and the potential for energy savings is discussed.
by Maria do Rosário Thompson.
Ph.D.
Olofsson, Mikael. "Direct3D 11 vs 12 : A Performance Comparison Using Basic Geometry." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13598.
Full textKarlsson, Axel, and Oscar Nordquist. "BabylonJS and Three.js : Comparing performance when it comes to rendering Voronoi height maps in 3D." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76449.
Full textDan, Sjödahl. "Cascaded Voxel Cone-Tracing Shadows : A Computational Performance Study." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18250.
Full textSjöstedt, Max. "Ramverk för rendering av heatmaps, en jämförande studie : Prestandajämförelse för ramverk på webben." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18646.
Full textJohansson, Håkan. "Volume Raycasting Performance Using DirectCompute." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4977.
Full textImplementation, optimering och prestandamätning av en volume rendering algoritm som heter volume raycasting. Optimeringen är utförd med hjälp av DirectCompute i Directx 11.
Lane, Tora. "Rendering the Sublime : A Reading of Marina Tsvetaeva's Fairy-Tale Poem The Swain." Doctoral thesis, Stockholm : Visby : Acta Universitatis Stockholmiensis ; Eddy.se [distributör], 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-31163.
Full textSipes, Jordan. "Streamsurface Smoke Effect for Visualizing Dragon Fly CFD Data in Modern OpenGL with an Emphasis on High Performance." Wright State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=wright1369083905.
Full textSjöberg, Joakim, and Filip Zachrisson. "A Performance Comparison of Dynamic- and Inline Ray Tracing in DXR : An application in soft shadows." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21833.
Full textBakgrund. Strålspårning (ray tracing) är ett verktyg som kan användas för att öka kvalitén på grafiken i spel. En tillämpning i grafik som strålspårning utmärker sig i är när skuggor ska skapas eftersom att strålspårning lättare kan simulera hur skuggor skapas i verkligheten, vilket tidigare tekniker i rasterisering inte hade möjlighet för. Med ny hårdvara där det finns support för strålspårning inbyggt i grafikkorten finns det nu möjligheter att använda strålspårning i realtids-applikationer inom vissa gränser. Det är fortfarande tunga beräkningar som behöver slutföras och det är därav att det finns behov av förbättringar. Syfte. Denna uppsats kommer att utvärdera skillnaderna i prestanda mellan tre olika strålspårningsmetoder i DXR nivå 1.1, nämligen dynamisk strålspårning och två olika former av inline strålspårning. För att ge en bredare utredning på prestandan mellan strålspårningsmetoderna kommer mjuka skuggor att implementeras för att se om drivrutinen kan göra olika optimiseringar (beroende på valet av strålspårningsmetod) på de efterföljande och/eller föregående API anropen. Efter att dessa rörledningar (pipelines) är implementerade kommer prestandatester att utföras med olika grafikkort, scener, och antal ljus som kastar skuggor. Metod. Den vetenskapliga metoden är baserat på ett experimentellt tillvägagångssätt, som kommer innehålla både ett experiment och ett flertal prestandatester. Det experimentella tillvägagångssättet kommer att börja med att utöka en egenskapad DirectX 12 renderare. Utökningen kommer tillföra ny funktionalitet för att kunna hantera strålspårning så att hårda skuggor ska kunna genereras med både dynamisk och de olika formerna av inline strålspårning. Efter det kommer mjuka skuggor att skapas genom att implementera en väletablerad avbrusningsteknik med några modifikationer, vilket kommer att bli tillagt på varje strålspårningssteg. Till slut kommer olika prestandatester att mätas med olika grafikkort, olika antal ljus, och olika scener för att täcka olika scenarion som skulle kunna uppstå i ett spel och/eller i andra liknande applikationer. Resultat och Slutsatser. De resultat från testerna i detta experiment påvisar att under dessa förutsättningar så är AMD’s grafikkort snabbare på dynamisk strålspårning än på inline strålspårning, samtidigt som Nvidias grafikkort är snabbare på inline strålspårning än på den dynamiska varianten. Ökandet av ljus som kastar skuggor påvisade låg till ingen förändring förutom ett linjärt ökande av exekveringstiden i de flesta testerna. Slutligen så visade det sig även att tillägget av mjuka skuggor (efterföljande och föregående API interaktioner) hade låg till ingen påverkan på valet av strålspårningsmetod.
Bäck, Oscar, and Niklas Andersson. "Google AMP and what it can do for mobile applications in terms of rendering speed and user-experience." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17952.
Full textPetersson, Tommy, and Marcus Lindeberg. "Performance aspects of layered displacement blending in real time applications." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3542.
Full textMartínez, Ana Laura, and Natali Arvidsson. "Balance Between Performance and Visual Quality in 3D Game Assets : Appropriateness of Assets for Games and Real-Time Rendering." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413871.
Full textDen här uppsatsen utforskar balansen mellan visuell kvalitéoch prestanda i 3D modeller för spel. Vidare eftersträvar den att utgöra ett stöd för nya 3D-modelleingskonstnärer för att skapa modeller som är både visuellt adekvata och optimerade för att renderas i realtid. Dessutom undersöks skillnaden mellan omdömet av den visuella kvalitén mellan de som är bekanta med 3D datorgrafik och de som inte är det. Många förklaringar gällande optimering av 3D grafik är högst tekniska och utgör en utmaning för grafiker att förståsig på och försummar dessutom ofta effekten av hur optimering påverkar resultatet rent visuallet. Genom att testa ett flertal 3D modeller, mäta tiden det tar för dem att renderas, samt omdömen gällande visuella intryck, drogs slutsatsen att bedömning av 3D modellering för spel är väldigt kontextuell. Inget definitivt och enkelt sätt att hitta balansen mellan visuella kvalitén upptäcktes. Varken gällande prestanda eller visuell kvalité. Däremot gjordes några intressanta upptäckter angående bedömningen av den visuella kvalitén som observerades och presenterades.
Regmi, Saroj Sharan, and Suyog Man Singh Adhikari. "Network Performance of HTML5 Web Application in Smartphone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3369.
Full textNajman, Pavel. "Bezsnímkové renderování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236594.
Full textLuttu, Johan, and Oscar Rosquist. "Analysis of the performance difference between server-side and client-side rendering for data visualization in real-time using D3.js." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208655.
Full textVisualisering i realtid gör det möjligt att förvandla stora mängder data till lättbegripliga diagram och tillåter snabba handlingar att utföras utefter framträdande mönster. Denna rapport har som mål att jämföra prestandan av visualisering i realtid på klientsidan gentemot serversidan med visualiseringsramverket D3.js. För att utföra denna jämförelse så har två applikationer skapats för att mäta prestandan av de två olika strategierna. Resultaten pekar mot att visualisering, med D3.js, av data i realtid på klientsidan är snabbare än på serversidan vid användning av JSDOM för rendering på serversidan. Slutsatsen vi kommer fram till är att när samma, eller liknande, miljö används som för applikationerna i denna studie så ger visualisering på klientsidan en bättre prestanda. Rendering på serversidan erbjöd ändå möjligheter för realtidsvisualisering till viss del. Emellertid, på grund av flera olika påvärkande faktorer kan vi inte bedöma huruvida resultaten kommer förbli detsamma i annorlunda situationer med andra miljöer än vad som använts i denna studie.
Turpeinen, Max. "A Performance Comparison for 3D Crowd Rendering using an Object-Oriented system and Unity DOTS with GPU Instancing on Mobile Devices." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280845.
Full textDenna rapport ämnar sig att ta itu med vad som är lämplig programmeringparadigm för att rendera folkmassor i realtid ur ett prestandaperspektiv, med smartphones som målplattform. Bland de mest framstående och intuitiva programmeringsparadigmerna finns den objekt-orienterade (OO), men under de senaste åren har data-orienterad design blivit allt mer vanlig. I den här rapporten jämförs Unity’s Game Object-strategi som bygger på en objekt-orienterad grund med deras DOTS-system med GPU-instansiering genom olika arrangerade testscenarier byggda med Xcode på en iPhone 6S och en iPhone XR. Resultaten från olika scenarier representeras genom flera diagram med fokus på den erhållna bildhastigheten, CPU-användningen och GPU-användningen. DOTS-systemet visade sig överträda det objekt-orienterade systemet i sex av åtta scenarier med iPhone XR som den bättre presterande smartphonen. Med DOTS förnärvarande under utveckling, saknas ännu flera förbättringstekniker som ännu inte ska integreras, såsom culling eller LoD, som för närvarande kan användas av dess motsvarighet. OO-systemet är mer robust med variation medan DOTS-systemet passar bättre när antalet karaktärer ökar.
Pei, Mo Mo. "Modeling the performance of many-core programs on GPUs with advanced features." Thesis, University of Macau, 2012. http://umaclib3.umac.mo/record=b2592954.
Full textKukla, Michal. "Ray-tracing s knihovnou IPP." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237265.
Full textPersson, Gustav, and Jonathan Udd. "Ray Tracing on GPU : Performance comparison between the CPU and the Compute Shader with DirectX 11." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2514.
Full textWaxstein, Christine Michele. "Digital Illustration: The Costume Designer’s Process For East Tennessee State University’s Spring Dance Concert 2012." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1504.
Full textSarton, Jonathan. "Visualisations interactives haute-performance de données volumiques massives : une approche out-of-core multi-résolution basée GPUs." Thesis, Reims, 2018. http://www.theses.fr/2018REIMS022/document.
Full textThese thesis studies are part of the PIA2 project 3DNeuroSecure. This one aims to provide a collaborative system of interactive multi-scale navigation within visual big data (VDB) with ultra-high definition (tera-voxels), potentially multimodal, 3D biomedical imaging as application framework. In addition, this system will be able to integrate a variety of processing and/or annotations (tags) through remote HPC resources. All of these treatments must be possible in an out-of-core context. Because of the visual big data, we have to decoupled the location of acquisition from ones of storage and high performance computation and from ones for the manipulation of the data (various connected devices, mobile or not, smartphone, PC, large display wall, virtual reality room ...). The streaming visualization will be adapted to the user device in terms of both resolution (Full HD to GigaPixel) and 3D rendering (classic rendering on 2D screens, stereoscopic with glasses or autostereoscopic without glasses). All these developments supported by the CReSTIC with the support of MaSCA (Maison de la Simulation de Champagne-Ardenne) can therefore be summarized as: - the definition and implementation of the data structures adapted to the out-of-core visualization of the targeted visual big data. - the adaptation of the specific treatments partners, like interactive 3D rendering, to these new data structures. - the technical architecture choices for the HPC and the virtualization of the navigation software application, to take advantage of "ROMEO", the local datacenter. The auto-/stereoscopic rendering with or without glasses will be operated within the MINT software of the "université de Reims Champagne-Ardenne"
Costa, Fernanda Nepomuceno. "Processo de produção de revestimento de fachada de argamassa : problemas e oportunidades de melhoria." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2005. http://hdl.handle.net/10183/10183.
Full textMortar is a widely used material in various functions in the construction industry. Nevertheless, many fails have been observed in rendering, mainly in façades. The incidence of building pathologies negatively affects its aesthetics and environmental comfort, and may result in a reduction of its market value, low degree of user satisfaction, and also high repair and maintenance costs. Another problem is the high incidence of materials waste, that causes financial losses, as well as generates site waste, which often does not receive an adequate treatment and final disposal, having also a negative impact in the environment. The main objective of this dissertation is to identify the main causes of low performance of building external rendering in mortar and to propose guidelines for improving this process. Case studies were carried out in eight different construction companies form Porto Alegre – RS. Several data collection tools were used for describing the main processes involved and assessing their performance. The investigation pointed out the problems in this process: high variability in rendering thickness, in mortar proportions, and in production methods, even in the same construction site; high percentage of material waste and low labor productivity, due to the inadequate definition of production teams and drawbacks in the material transportation and storage system; and building pathologies in recently concluded rendering. At the end, this study proposes a method for evaluating the process of mortar rendering in façades, identifies and describes best practices introduces by the companies and suggests improvements in that process.
Lind, Fredrik, and Escalante Andrés Diaz. "Maximizing performance gain of Variable Rate Shading tier 2 while maintaining image quality : Using post processing effects to mask image degradation." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21868.
Full textBakgrund. Prestandaoptimering är väldigt viktigt för spel eftersom det kan begränsa möjligheterna av innehåll eller komplexitet av system. Moderna spel stödjer rendering för höga upplösningar men höga upplösningar kräver beräkningar för mera pixlar och lösningar behövs för att minska arbetsbördan. Metoder som för närvarande används omfattar bland annat enhetlig sänkning av skuggningsförhållande över hela skärmen för att minska antalet pixlar som behöver beräkningar. Variable Rate Shading är en ny hårdvarustödd teknik med flera funktionalitetsnivåer. Nivå 1 är likt tidigare metoder eftersom skuggningsförhållandet enhetligt sänks över hela skärmen. Nivå 2 stödjer skärmrymdsbildskuggning. Med skärmrymdsbildskuggning kan skuggningsförhållanden varieras utspritt över skärmen vilket ger utvecklare valmöjligheter att bestämma var och när specifika skuggningsförhållanden ska sättas. Syfte. Syftet med examensarbetet är att undersöka hur nära Variable Rate Shading nivå 2 skärmrymdsbildskuggning kan komma prestandavinsterna av Variable Rate Shading nivå 1 samtidigt som bildkvaliteten behålls acceptabel med hjälp av vanligt använda efterbearbetningseffekter. Metod. En simpel scen skapades och metoder för Variable Rate Shading nivå 2 sattes till en acceptabel bildkvalitet som utgångspunkt. Utvärdering av prestanda gjordes genom att mäta tiderna för specifika pass som behövdes för och påverkades av Variable Rate Shading. Bildkvalitet mättes genom att spara bildsekvenser utan Variable Rate Shading på som referensbilder, sedan med Variable Rate Shading nivå 1 och flera metoder med nivå 2 för att jämföras med Structural Similarity Index. Resultat. Högsta uppmätta prestandavinsten från nivå 2 var 28.0%. Resultatet kom ifrån kantdetektering för skapandet av skuggningsförhållandebilden, med upplösningen 3840x2160. Det motsvarar 36.7% av prestandavinsten för nivå 1 men med mycket bättre bildkvalitet med SSIM-värde på 0.960 gentemot 0.802 för nivå 1, vilka motsvarar bra och dålig bildkvalitet. Slutsatser. Variable Rate Shading nivå 2 visar stor potential i prestandavinster med bibehållen bildkvalitet, speciellt med kantdetektering. Efterbearbetningseffekter är effektiva på att upprätthålla en bra bildkvalitet. Prestandavinster skalar även bra då de ökar vid högre upplösningar.
Göransson, Jonas Alexander. "A TEMPORAL STABLE DISTANCE TO EDGE ANTI-ALIASING TECHNIQUE FOR GCN ARCHITECTURE." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10456.
Full textAsano, Naira Ery. "Tecnologia construtiva de revestimento externo de argamassa com projeção contínua." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/3/3153/tde-24062016-151136/.
Full textThe external rendering constructive methods produced with mortar have evolved over time and the greater change in it was the replacement of manual application by mechanical projection. The currently most prominent system in the market is the outer rendering execution system with industrialized mortar and continuous mechanical projection with helical pumps. Since this technology is not widely used by Brazilian construction companies, there is a lack of reliable data regarding its productivity gain potential, loss reduction, reduction of hand quota of work, infrastructure required for application and costs involved. Without reliable parameters, the decision to implement this technology is highly risky which does not encourage constructions companies to decide to apply it and, therefore, makes its technological evolution harder to be achieved. Aiming to contribute to the necessary advancement in technology for the production of rendering, this research has the objective to establish parameters to the rendering technology that uses industrialized mortar with continuous projection. With this purpose, it was used as source and reference the specialized literature such as thesis, dissertations and scientific papers, as well as both national norms. In addition, the research included the monitoring and assessment of the results from the implementation of a rendering execution method with continuous mechanical projection in a construction company in Sao Paulo. A prototype and a pilot scale were built and they contributed to the development of this technology by presenting solutions for problems identified and through the mapping of best practices and gathering data that allowed the calculation of productivity and loss rates. The goal was, thus, to consolidate the continuous projection technology in the above-mentioned construction company as well as in the market in a broader way.
Renault, Lenny. "Neural audio synthesis of realistic piano performances." Electronic Thesis or Diss., Sorbonne université, 2024. http://www.theses.fr/2024SORUS196.
Full textMusician and instrument make up a central duo in the musical experience.Inseparable, they are the key actors of the musical performance, transforming a composition into an emotional auditory experience. To this end, the instrument is a sound device, that the musician controls to transcribe and share their understanding of a musical work. Access to the sound of such instruments, often the result of advanced craftsmanship, and to the mastery of playing them, can require extensive resources that limit the creative exploration of composers.This thesis explores the use of deep neural networks to reproduce the subtleties introduced by the musician's playing and the sound of the instrument, making the music realistic and alive. Focusing on piano music, the conducted work has led to a sound synthesis model for the piano, as well as an expressive performance rendering model.DDSP-Piano, the piano synthesis model, is built upon the hybrid approach of Differentiable Digital Signal Processing (DDSP), which enables the inclusion of traditional signal processing tools into a deep learning model. The model takes symbolic performances as input and explicitly includes instrument-specific knowledge, such as inharmonicity, tuning, and polyphony. This modular, lightweight, and interpretable approach synthesizes sounds of realistic quality while separating the various components that make up the piano sound. As for the performance rendering model, the proposed approach enables the transformation of MIDI compositions into symbolic expressive interpretations.In particular, thanks to an unsupervised adversarial training, it stands out from previous works by not relying on aligned score-performance training pairs to reproduce expressive qualities. The combination of the sound synthesis and performance rendering models would enable the synthesis of expressive audio interpretations of scores, while enabling modification of the generated interpretations in the symbolic domain
Hao, Priscilla Ruth. "An Interpretation of Modern: Costume Designs for An Adaptation of Shakespeare's The Two Gentlemen of Verona." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1486.pdf.
Full textVanek, Juraj. "Měření výkonnosti grafického akcelerátoru." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237240.
Full textRabello, Guilherme Picanço. "Processamento remoto em solução para interação com ambientes arquitetônicos 3D através de tablets." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/7840.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
The evolution of Computer Graphics, supported by the computational development, enables increasingly advanced visual creations and promotes benefits to various areas such as: Art, architecture, Product Design, Visual Design, Games, Movies, Engineering, GIS and Medicine. However, the processing power needed for applications that require a high degree of realism, restricts the use of these applications to a small portion of the entire range of the computing devices in use by the population. Recently, the evolution of mobile network technologies brought a possible solution to the inability of most mobile devices in dealing with interactive applications and a high degree of realism. The solution is based on the remote processing of applications on servers with high processing capacity, and delivery of the images produced for mobile devices made by its conversion into video and streaming broadcasts. This master dissertation explores a remote processing solution for interacting with architectural environments through tablets. Emphasis was placed in: keeping high degree of realism, difficult to achieve due to the processing requirements in real-time interactive applications; the adaptation and combination of tools available in the market; and in mitigating latency through different ways of user interaction. The evaluation of the results was carried out in training sessions, interaction and interviews with volunteers.
A evolução da Computação Gráfica apoiada no desenvolvimento computacional possibilita criações visuais cada vez mais avançadas promovendo benefícios a diversas áreas como: Artes, Arquitetura, Design de produto, Design visual, Jogos, Cinema, Engenharia, Geoprocessamento e Medicina. Porém, a capacidade de processamento exigida por aplicações que requerem elevado grau de realismo restringe o uso dessas aplicações a uma parcela pequena de toda a gama de dispositivos computacionais instalados e de uso da população. Recentemente, a evolução das tecnologias de rede móvel trouxe uma possível solução à incapacidade da maioria dos dispositivos móveis em lidar com aplicações interativas e de elevado grau de realismo. A solução baseia-se no processamento remoto das aplicações, em servidores com elevada capacidade de processamento, e na entrega das imagens produzidas para os dispositivos móveis feita através de sua conversão em vídeo e transmissão por streaming. Este trabalho explora uma solução de processamento remoto para interação com ambientes arquitetônicos através de tablets. Deu-se ênfase às questões de manutenção de elevado grau de realismo, dificultada pelas exigências de processamento em tempo real de aplicações interativas, à adaptação e combinação de ferramental disponível no mercado e à mitigação da latência através de recursos de interface com usuário. A avaliação dos resultados foi realizada em sessões de treinamento, interação e entrevistas com usuários voluntários.
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 textGodoy, Arthur Pedro de. "Uma arquitetura para promover o uso de dispositivos com limitações computacionais na interação com mídias sintetizadas remotamente." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/569.
Full textFinanciadora de Estudos e Projetos
Computer graphics and virtual reality technologies allow audiovisual experiences with high level of realism, as the ones achieved in video games and movies. The synthetization of media with high degree of audiovisual realism demands specialized systems with high performance computing capacity. The profusion in the last decade of personal computing consumer electronics such as mobile and portable devices, encourages the interest in making possible, also in these devices, applications with high level of visual realism. However, due to the intrinsic limitations of the computing capability of mobile and portable devices, regarding to the physical characteristics of these devices, such as dimensions, electrical consume and heat dissipation, it s not possible directly process media with the same level of visual realism that is found in specialized systems. This research suggests the exploration of a traditional solution: the remote interaction with these applications. Challenges resulting from this approach are identified and studied. Solutions are proposed, analyzed and formalized in a architecture for reference. As a proof of concept the architecture is used in the development of applications on two scenarios: one in a local network with a media characterized by its low tolerance in delay of interaction response and another with a high tolerance media through the Internet. Also is showed the flexibility of the proposed architecture by integrating one of the applications developed with a multimedia context.
As tecnologias de computação gráfica e realidade virtual permitem experiências visuais e auditivas com alto nível de realismo sensorial, como alcançado em jogos eletrônicos e no cinema. A sintetização de mídia com alto grau de realismo visual e auditivo demanda sistemas especializados com capacidade computacional de alto desempenho. A profusão na última década de eletrônicos de consumo computacionais pessoais, como dispositivos móveis e portáteis, desperta o interesse em tornar possível, também nesses dispositivos, aplicações visuais com alto nível de realismo. Devido às limitações da capacidade computacional intrínsecas dos dispositivos móveis, decorrentes de suas características físicas, como dimensões, restrições de consumo e dissipação térmica, não é possível a execução direta de mídia interativa com o mesmo grau de realismo encontrado em sistemas especializados. Este trabalho sugere a exploração de uma solução tradicional: o processamento e a interação remota com esse tipo de mídia. Desafios decorrentes dessa solução são identificados e estudados. Soluções são propostas, analisadas e formalizadas em uma arquitetura de referência. Como prova de conceito da arquitetura explorou-se o desenvolvimento de aplicações em dois cenários: um em rede local com mídia de baixa tolerância a atrasos no tempo de resposta às interações e outra através da Internet com mídia de maior tolerância a atrasos. Mostrouse também a flexibilidade da arquitetura desenvolvida com a integração do componente cliente a um sistema com múltiplas mídias, em que a mídia remota relaciona-se integralmente com o contexto multimídia.
Kus, Hülya. "Long-term performance of water repellants on rendered autoclaved aerated concrete." Doctoral thesis, KTH, Civil and Architectural Engineering, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3407.
Full textMany failures of external walls made of porous buildingmaterials are caused by excessive moisture content,particularly after driving rain and under long duration ofmoist conditions. Lack of sufficient protection againstexposure conditions is one of the reasons for external wallsprematurely demonstrating failures, i.e. properties andperformance above/below critical levels. Silicon-based waterrepellants are increasingly used in order to improve theperformance of both old and new buildings. Water repellants areexpected to prolong the service life and improve the durabilityof wall components by preventing or minimising water ingressinto the structure and thus delaying the deteriorating effectsof the atmosphere. To date, various kinds of water repellantshave been developed. However, only limited research has beencarried out, particularly on the long-term field exposuretesting. Existing research is mainly focused on the performanceof surface treatments of concrete structures and the protectionof historical buildings built of stone, brick and wood, and isprimarily based on short-term laboratory testing. The aim ofthis research work is to study the long-term performance,degradation processes and ageing characteristics of renderedautoclaved aerated concrete (AAC) with and without waterrepellants. Investigations are carried out by physical andchemical analysis of fresh samples, samples naturally weatheredby long-term field exposure and samples artificially aged byshort-term accelerated laboratory tests. Two differentapplication of water repellants are employed: impregnation ofrendering surface with an aqueous product and as additive inpowder form mixed into the fresh rendering mortar. Continuousmoisture and temperature monitoring of naturally exposed testsamples are also included in the study. Wetcorr sensors andresistance-type nail electrodes are used to measure the surfacemoisture and the moisture content in the material,respectively. This thesis describes the experimental set-upand presents the results from site monitoring and laboratorytests of unexposed, naturally and artificially exposed samples(freeze-thaw and UV+water). The results from the continuousmoisture measurements are compared with the results obtainedfrom the full-scale test cabin built within the EUREKA-projectE 2116 DurAAC. The test cabin has the same basic measurementinstruments for continuous monitoring of moisture andtemperature. An attempt has been made to develop methods forlong-term performance assessment of water repellants to be usedin service life prediction. The combination of data obtainedfrom the field measurements with data obtained from thelaboratory tests and analysis may also meet practical needs ofthe end-users.
Wang, Peng-Chih, and 王鵬誌. "High-Performance Volume Rendering Using MPI / OpenMP." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/ybre93.
Full text東吳大學
資訊科學系
93
Volume Rendering needs to waste a great deal of calculation time and memory, how overcome these two greatest problems to accelerate to design is one big challenge currently. To solve the problem of this kind of huge data set, the method that often make use of most would be: The strength that gathers a group of work stations is cooperated to complete the calculation work. So must lead first can parallel and calculating algorithm, then make use of the parallelism of the industry standard to turn the technique to reach to design immediately. The hybrid MPI / OpenMP mode can provide to gather the environment most high-efficiency parallelism to turn the strategy to the SMP cluster, also allowing in lone SMP environment, making use of two kinds of characteristics of different standards to reach the most high-performance, this is currently in SMP cluster gathering environment a newly arisen program design trend. Shear-warp factorization is applied currently most extensively and efficiency high algorithm, have already canned carry out the rather high appearance renewal rate; It a characteristic points out: The voxel scan the line and will scan the line method to arrange with the pixel in cutting the physical volume in the image, this represents the physical volume and the image data structure and can browse by scanning the line sequence meantime. According to this kind of characteristic, taking scanning the line as the basal consistency data structure iii can be used directly then, for instance, the continuous length codes to indicate the method (the run-length encoded representation). This kind of data structure includes two kinds of runses of types: Transparent and opaque, it allows us to jump the transparent vox quickly during the period of design, only need the physical volume of aiming at the opacity part to carry on the processing then. Aim at RLE this part, this research thesis puts forward another a set of RLE algorithm that improvement leads, can code the less runs with the economical memory space, and design time and also can get to increase fewly soon.
Li, Chun-Sheng, and 李昀陞. "An Analysis of Web Image Rendering Performance." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/euzhhp.
Full text國立臺灣海洋大學
資訊工程學系
104
Most current Internet services are delivered via mobile web sites. Therefore, the performance of web site loading and rendering has become the first quality impression for users. While existing research works focus on the performance of network transmissions and script running time, we believe that improper use and embedding of images could be a key factor for web rendering performance. It could be even more critical for web sites adopting responsive designs. In this thesis, we analyze the performance of image rendering in browsers and discuss possible approaches to improve the performance. We first design and implement experiments to collect and measure how images are used and embedded in web sites. We then measure the performance overhead of imaging processing on main stream operating systems and devices. Our measurement results show that more than 40% embedded web images have to be scaled before it can be rendered. With improper implementation combinations, it may spend up to 0.25s to scale a single image. Last, based on the pixel ratio property available on most mobile devices, we propose an effective approach to improve image processing performance without degrading the overall user-perceived image qualities.
Che-WeiChang and 張哲惟. "Enhancing rendering performance for Next-Generation Sequencing data." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/6wq4df.
Full text國立成功大學
電機工程學系
104
Next generation sequencing (NGS) technologies have brought an unprecedented scale of genomic data to biologists. NGS technologies, unlike array-based profiling technologies, can provides the read count variation at the base level in a transcript rather than a single expression value. Such base-level read coverage has been used in many research field. Calculating the base-level read coverage requires alignment of numerous reads on reference genome, but the result is difficult to read and analysis by human. Many viewers, such as Savant, Tablet and Integrative Genomics Viewer, has been developed to solve this problem, converting those read alignment into friendly graphic profile. However, to our best knowledge, none of them can timely visualize a genome-wide base-level read coverage in an interactive environment. This study proposes an efficient visualization pipeline for NGS data and implements a lightweight read coverage viewer with the proposed pipeline. The proposed viewer provides friendly user interface and can rapidly response to user’s input.
(8803037), Xiao Lei. "Real-time Rendering with Heterogeneous GPUs." Thesis, 2020.
Find full textVan, Rooyen Robert Martinez. "Human-informed robotic percussion renderings: acquisition, analysis, and rendering of percussion performances using stochastic models and robotics." Thesis, 2018. https://dspace.library.uvic.ca//handle/1828/10433.
Full textGraduate
2019-12-10