Dissertations / Theses on the topic 'Rendering'

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1

Bernhardsson, Johan. "Deferred Rendering : Jämförelse mellan traditionell deferred rendering och light pre-pass rendering." Thesis, University of Skövde, School of Humanities and Informatics, 1987. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3067.

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Då scenkomplexitet och ett högre antal ljuskällor blir vanligare inom spel har ett behov av algortimer för att hantera dessa scener, med bra prestanda, uppståt. En allt vanligare algoritm för detta är Deferred Shading. Rapporten utvärderar två olika metoder för Deferred Shading (traditionell Deferred Shading och Light pre-pass rendering).

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McCann, Shaun V. "Stereoscopic rendering." Thesis, University of Sussex, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341535.

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Zhang, Caixia. "Advanced volume rendering." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1143150322.

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Eskandari, Sam. "Curvature based Rendering." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-129722.

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In this thesis work, mean curvature and Gaussian curvature are taken into account. Vertex normal calculation is one of the important parts of this thesis work. Vertex normal calculation is done in order to improve the appearance and smoothness of the surface in our model. Vertex normal is also one of the parts of the mean curvature calculation. Curvature based illumination is the main goal of this thesis work. To achieve our goal we have to define locally backscattered light, ambient attenuation and subsurface scattering based on both mean curvature and Gaussian curvature calculations. All of these calculations are also done in this thesis work. We cannot see anything without having the light, thus we need also a light source which acts as sun with different angles to the horizon. The sun and its angle are also simulated in this thesis work. Since this thesis work is based on local curvature based lighting model for rendering of snow, curvature calculations are applied to the lighting model. Then, mean and Gaussian curvature calculations also evaluated for this model and finally mean curvature and Gaussian curvature values are compared to another calculations method which those values are available in an ASCII file. The idea behind these comparisons is to determine whether the mean and Gaussian curvatures of my calculations or from the ASCII file are more suitable in general if it is possible to say and the advantages and disadvantages of these calculations if any.

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Faleij, Marcus, and Alexander Ivannikov. "Cascaded Deferred Rendering." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5060.

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A long-standing difficulty with rendering huge distances is depth-fighting; a visual artefact produced when two or more fragments overlap either due to coplanar geometry or insufficient depth precision. This thesis presents two novel methods, Cascaded Deferred Rendering (CDR) and Logarithmic Cascaded Deferred Rendering (LogCDR), as a solution to solve depth-fighting that is due to insufficient depth precision. This thesis also evaluates an existing method, logarithmic depth buffer, comparing it against the standard depth buffer in OpenGL, CDR and LogCDR. The most prominent solution found was logarithmic depth buffer because of performance, no overhead from frustum division and extensive culling, ease of implementation and conveniences such as easier implementation of transparency.
Ett långvarigt problem med att rendera stora scener är depth-fighting; en visuell artefakt som uppstår när två eller flera fragments överlappar, antingen för att det är ligger direkt på varandra eller för att det inte finns nog med precision i djupbuffern. Detta examensarbete presenterar två nya metoder, Cascaded Deferred Rendering (CDR) och Logarithmic Cascaded Deferred Rendering (LogCDR) som en lösning på depth-fighting som framträder när de inte finns nog med precision. Detta examensarbete utvärderar också en redan existerande metod, logaritmisk djupbuffer, och jämför den med standard djupbuffern i OpenGL, CDR samt LogCDR. Den mest lovande metoden funnen var logaritmisk djupbuffer för dess hastighet, lätthet att implementera och enklare att lägga till stöd för transparans till.
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練偉森 and Wai-sum Lin. "Adaptive parallel rendering." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31221415.

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7

Grossman, J. P. 1973. "Point sample rendering." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/50063.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (p. 54-56).
We present an algorithm suitable for real-time, high quality rendering of complex objects. Objects are represented as a dense set of surface point samples which contain colour, depth and normal information. These point samples are obtained by sampling orthographic views on an equilateral triangle lattice. They are rendered directly and independently without any knowledge of surface topology. We introduce a novel solution to the problem of surface reconstruction using a hierarchy of Z-buffers to detect tears. The algorithm is fast, easily vectorizable, and requires only modest resources.
by J.P. Grossman.
S.M.
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8

Lewin, Marcus, and Harald Grant. "Klientbaserad GeoTIFF-rendering." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139007.

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När en användare idag efterfrågar rendering av en kartvy i en applikation behöver en server först rendera en bild utifrån given geografisk data och därefter skicka bilden till klientens mobila enhet. Detta kan resultera i höga responstider, speciellt för användare som befinner sig i områden med bristfällig täckning. I denna studie utvärderas en alternativ lösning där rendering istället sker direkt på klientens enhet. En prototyp av en mobil kartapplikation med stöd för lokal rendering av geografisk rådata utvecklas och utvärderas utefter en konstant för acceptabel fördröjning vid visualisering av information. Resultatet av testerna visar att prototypens prestanda är beroende av mängden information som ska visas. För högre zoomnivåer ger prototypen ett tillfredsställande resultat, men vidare åtgärder krävs för de lägre nivåerna. De främsta utmaningarna vid utvecklingen av applikationen redovisas och förbättringsförslag för fortsatt utveckling framförs.
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Lin, Wai-sum. "Adaptive parallel rendering /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20868236.

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Petersson, Stefan. "Particle system rendering : The effect on rendering speed when using geometry shaders." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3544.

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It is a great challenge to develop a computer game. Today many games are developed in large game studios where lots of skilled people are working together. Everyone has to know what the final game should look like. Game designers are responsible for how the game should feel and look like. This also means that they decide if a programmer has to develop new techniques or not. Sometimes the game designers require lots of new techniques to be developed. Such a new technique may be rendering particle systems with a lot of particles in it. This is where this report will focus. To render particle systems it is necessary to know about the limitations there are in both hardware and software. Until today particle systems have been updated and calculated using the Central Processing Unit of the computer. With Microsoft Direct3D 10 there are new ways to render particles using Geometry Shaders. Geometry Shaders runs on the graphics card. This thesis focuses on testing rendering performance between using Geometry Shaders and not using Geometry Shaders. A questionnaire was sent to Swedish game developers to get more information about relevant topics for investigation. A general answer was that Geometry Shaders always increase particle rendering performance. This thesis investigates if and when the statement is true or not. The hypothesis was obtained from the answers to the questionnaire. Two test applications were used to investigate if the hypothesis was true or false. One test application has particle calculations on the CPU of the computer. The other test application has particle calculations on the GPU of the graphics card. Six different tests were done and the Geometry Shader approach went out to be the fastest in five of the tests. Since not all tests were faster than the CPU approach the hypothesis is not always true.
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Guetat, Amel. "Real Time Rendering of Deformable and Semi-Transparent Objects by Volume Rendering." [S.l. : s.n.], 2008. http://swbplus.bsz-bw.de/bsz284992518inh.htm.

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Kvalsvik, Jakobsen Andreas. "Tessellation based Terrain Rendering." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18623.

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Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have grown to adopt an increasing number of techniques to speed-up photorealistic rendering. One such technique is tessellation, i.e. the recursive subdivision of object elements into finer or coarser parts with the aim of achieving the appropriate amount of detail. The aim of this thesis is an adaptive tessellation algorithm for terrain rendering which can highlight important parts of the terrain while maintaining reasonable performance. This algorithm needs to be crack-free to avoid pixel faults between adjacent patches. A prototype was created in OSG, with GLSL shaders. The adaptive tessellation used three tessellation selection factors based on distance, a tessellation map and normals. An OSG program with five GLSL shaders (vertex, tessellation control, tessellation evaluation, geometry and fragment) was created for the tessellation of the terrain. The greatest advantage of tessellation is the reduced bandwidth between memory and GPU. Tessellation improves FPS, because it's faster to control vertices on the GPU than on the CPU.
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Mekritthikrai, Kanit. "High Resolution Planet Rendering." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69214.

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Planet rendering plays an important role in universe visualization and geographic visualization. The recent tools and methods allow better data acquisition, usually with very high resolution. However in computer graphics, there is always the limitation on the resolution of geometry and texture due to numerical imprecision. Not many applications can handle high resolution data effectively. This thesis introduces, Implicit Surface Scene, a level of detail scene management inspired by dynamic coordinate system and SCALEGRAPH™ which change over time depending on the current camera position relative to the planet surface. Our method is integrated into Uniview and allows Uniview to render high resolution planet geometry with dynamic texture composition and with a surface positioning system that does not suffer from precision issue.
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Minggao, Wei. "Human Head Stiffness Rendering." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32743.

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The technology of haptics rendering has greatly enriched development in Multimedia applications, such as teleoperation, gaming, medical and etc., because it makes the virtual object touchable by the human operator(s) in real world. Human head stiffness rendering is significant in haptic interactive applications as it defines the degree of reality in physical interaction of a human avatar created in virtual environment. In a similar research, the haptic rendering approach has two main types: 1) Haptic Information Integration and 2) Deformation Simulation. However, the complexity in anatomic and geometric structure of a human head makes the rendering procedure challenging because of the issues of accuracy and efficiency. In this work, we propose a hybrid method to render the appropriate stiffness property onto a 3D head polygon mesh of an individual user by firstly studying human head's sophisticated deformation behaviour and then rendering such behaviour as the resultant stiffness property on the polygon mesh. The stiffness property is estimated from a semantically registered and shape-adapted skull template mesh as a reference and modeled from soft tissue's deformation behaviour in a nonlinear Finite Element Method (FEM) framework. To render the stiffness property, our method consists of different procedures, including 3D facial landmark detection, models semantic registration using Iterative Closest Point (ICP) technique, adaptive shape modification processed with a modified Weighted Free-Form Deformation (FFD) and FEM Simulation. After the stiffness property is rendered on a head polygon mesh, we perform a user study by inviting participants to experience the haptic feedback rendered from our results. According to the participants' feedback, the head polygon mesh's stiffness property is properly rendered as it satisfies their expectation.
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Roberts, David Anthony Thomas. "Validating stereoscopic volume rendering." Thesis, Durham University, 2016. http://etheses.dur.ac.uk/11735/.

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The evaluation of stereoscopic displays for surface-based renderings is well established in terms of accurate depth perception and tasks that require an understanding of the spatial layout of the scene. In comparison direct volume rendering (DVR) that typically produces images with a high number of low opacity, overlapping features is only beginning to be critically studied on stereoscopic displays. The properties of the specific images and the choice of parameters for DVR algorithms make assessing the effectiveness of stereoscopic displays for DVR particularly challenging and as a result existing literature is sparse with inconclusive results. In this thesis stereoscopic volume rendering is analysed for tasks that require depth perception including: stereo-acuity tasks, spatial search tasks and observer preference ratings. The evaluations focus on aspects of the DVR rendering pipeline and assess how the parameters of volume resolution, reconstruction filter and transfer function may alter task performance and the perceived quality of the produced images. The results of the evaluations suggest that the transfer function and choice of recon- struction filter can have an effect on the performance on tasks with stereoscopic displays when all other parameters are kept consistent. Further, these were found to affect the sensitivity and bias response of the participants. The studies also show that properties of the reconstruction filters such as post-aliasing and smoothing do not correlate well with either task performance or quality ratings. Included in the contributions are guidelines and recommendations on the choice of pa- rameters for increased task performance and quality scores as well as image based methods of analysing stereoscopic DVR images.
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Daubert, Katja. "Hardware-supported cloth rendering." München Verl. Dr. Hut, 2004. http://deposit.d-nb.de/cgi-bin/dokserv?idn=972319344.

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17

Landell, Mathias. "Animeinspirerad spelgrafik och rendering." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-20024.

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Tv-spel är ett fenomen som ständigt expanderar och utvecklas med tiden, även visualiseringsmöjligheterna för denna typ utav interaktiva underhållning uppdateras kontinuerligt, vilket möjliggör att man idag inte måste begränsa sig till att skapa spel i 2D-miljö utan även 3D är möjligt. Oavsett vilka dimensioner man grundar ett spel på så är design och stil något utav det viktigaste i helhetsupplevelsen, inte enbart för att spelet ska stå ut ur mängden men också ge ett individuellt intryck och gynna spelupplevelsen. Information och hänvisningar inom vanligare stilar som exempelvis ”realistisk spelgrafik” går oftast lätt att hitta, men hur är det då med andra stilar som den japanska ”anime stilen”? en vanligt förekommande stil i japansk kultur och tv-spel. Även om denna stil är vanligt förekommande inom tv-spel så saknas det information och hänvisningar hur man kan återskapa denna form av spelgrafik på ett bra vis, kanske för att stilen härstammar från Japan samt språket har varit en faktor i varför det är svårt att finna riktlinjer samt information inom detta område? Denna studie tar upp hur man kan designa en animekaraktär för att sedan bygga upp den i 3D och avslutningsvis rendera karaktären i en spelmotor med anpassad shader. Studien resulterade i en spelapplikation för PC där man kan granska en animekaraktär som renderas i realtid.
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Johnson, Jared. "Algorithms for Rendering Optimization." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5329.

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This dissertation explores algorithms for rendering optimization realizable within a modern, complex rendering engine. The first part contains optimized rendering algorithms for ray tracing. Ray tracing algorithms typically provide properties of simplicity and robustness that are highly desirable in computer graphics. We offer several novel contributions to the problem of interactive ray tracing of complex lighting environments. We focus on the problem of maintaining interactivity as both geometric and lighting complexity grows without effecting the simplicity or robustness of ray tracing. First, we present a new algorithm called occlusion caching for accelerating the calculation of direct lighting from many light sources. We cache light visibility information sparsely across a scene. When rendering direct lighting for all pixels in a frame, we combine cached lighting information to determine whether or not shadow rays are needed. Since light visibility and scene location are highly correlated, our approach precludes the need for most shadow rays. Second, we present improvements to the irradiance caching algorithm. Here we demonstrate a new elliptical cache point spacing heuristic that reduces the number of cache points required by taking into account the direction of irradiance gradients. We also accelerate irradiance caching by efficiently and intuitively coupling it with occlusion caching. In the second part of this dissertation, we present optimizations to rendering algorithms for participating media. Specifically, we explore the implementation and use of photon beams as an efficient, intuitive artistic primitive. We detail our implementation of the photon beams algorithm into PhotoRealistic RenderMan (PRMan). We show how our implementation maintains the benefits of the industry standard Reyes rendering pipeline, with proper motion blur and depth of field. We detail an automatic photon beam generation algorithm, utilizing PRMan shadow maps. We accelerate the rendering of camera-facing photon beams by utilizing Gaussian quadrature for path integrals in place of ray marching. Our optimized implementation allows for incredible versatility and intuitiveness in artistic control of volumetric lighting effects. Finally, we demonstrate the usefulness of photon beams as artistic primitives by detailing their use in a feature-length animated film.
Ph.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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Ryder, Greg D. G. "Real-time crowd rendering." Thesis, University of East Anglia, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.437641.

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20

Yao, Shu-Nung. "Rendering ambisonics over headphones." Thesis, University of Birmingham, 2015. http://etheses.bham.ac.uk//id/eprint/6248/.

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There are several methods to get individualized HRTFs such as measurements, syntheses, or selection. The study first aims to select the fittest HRTFs in an existing database for listeners. The idea is developed based on the connection between anthropometric parameters and auditory localisation. By means of machine learning, the neural network designed for HRTF ranking produces a reliable prediction. The new approach has been verified by the anthropometry and listening perception of 24 subjects. The final selected dataset is used to synthesize a virtual audio scene. Two binaural ambisonic decoders are proposed to overcome the dilemma of improving sound localisation or enhancing audio quality. The first one is the equalization decoding, equalizing the root mean square (RMS) power in each 1/3 octave frequency bank, especially compensating the low-pass filtered components in a high-density speaker array. Therefore, the energy distribution of the treated signal is nearly uniform. The other proposed method is split-band decoding, selecting and then mixing the better reconstructed frequency components from different speaker arrays. Through several experiments and listening tests, there are no click noises in the real-time system, when the virtual auditory space is rapidly rotated. The split-band decoder presents comparable performance to a pure HRTF decoder.
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Yu, Jingyi 1978. "Scam light field rendering." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/87848.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2003.
"January 2003."
Includes bibliographical references (p. 57-59).
by Jingyi Yu.
S.M.
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Capps, Michael Vincent 1972. "Shared-Frustum stereo rendering." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/81521.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.
Includes bibliographical references (p. 52-54).
by Michael Vincent Capps.
S.M.
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23

Muddala, Suryanarayana Murthy. "View Rendering for 3DTV." Licentiate thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-19194.

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Advancements in three dimensional (3D) technologies are rapidly increasing. Three Dimensional Television (3DTV) aims at creating 3D experience for the home user. Moreover, multiview autostereoscopic displays provide a depth impression without the requirement for any special glasses and can be viewed from multiple locations. One of the key issues in the 3DTV processing chain is the content generation from the available input data format video plus depth and multiview video plus depth. This data allows for the possibility of producing virtual views using depth-image-based rendering. Although depth-image-based rendering is an efficient method, it is known for appearance of artifacts such as cracks, corona and empty regions in rendered images. While several approaches have tackled the problem, reducing the artifacts in rendered images is still an active field of research.   Two problems are addressed in this thesis in order to achieve a better 3D video quality in the context of view rendering: firstly, how to improve the quality of rendered views using a direct approach (i.e. without applying specific processing steps for each artifact), and secondly, how to fill the large missing areas in a visually plausible manner using neighbouring details from around the missing regions. This thesis introduces a new depth-image-based rendering and depth-based texture inpainting in order to address these two problems. The first problem is solved by an edge-aided rendering method that relies on the principles of forward warping and one dimensional interpolation. The other problem is addressed by using the depth-included curvature inpainting method that uses appropriate depth level texture details around disocclusions.   The proposed edge-aided rendering method and depth-included curvature inpainting methods are evaluated and compared with the state-of-the-art methods. The results show an increase in the objective quality and the visual gain over reference methods. The quality gain is encouraging as the edge-aided rendering method omits the specific processing steps to remove the rendering artifacts. Moreover, the results show that large disocclusions can be effectively filled using the depth-included curvature inpainting approach. Overall, the proposed approaches improve the content generation for 3DTV and additionally, for free view point television.
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Kelkkanen, Viktor. "Remote Rendering for VR." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21382.

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The aim of this thesis is to study and advance technology relating to remote rendering of Virtual Reality (VR). In remote rendering, rendered content is commonly streamed as video images in network packets from a server to a client. Experiments are conducted with varying networks and configurations throughout this work as well as with different technologies that enable or improve remote VR experiences. As an introduction to the field, the thesis begins with related studies on 360-video. Here, a statistic based on throughput alone is proposed for use in light-weight performance monitoring of encrypted HTTPS 360-video streams. The statistic gives an indication of the potential of stalls in the video stream which may be of use for network providers wanting to allocate bandwidth optimally. Moving on from 360-video into real-time remote rendering, a wireless VR adapter, TPCAST, is studied and a method for monitoring the inputand video-throughput of this device is proposed and implemented. With the monitoring tool, it is for example possible to identify video stalls that occur in TPCAST and thus determine a baseline of its robustness in terms of video delivery. Having determined the baseline, we move on to developing a prototype remote rendering system for VR. The prototype has so far been used to study the bitrate requirements of remote VR and to develop a novel method that can be used to reduce the image size from a codec-perspective by utilizing the Hidden Area Mesh (HAM) that is unique to VR. By reducing the image size, codecs can run faster and time will therefore be saved each frame, potentially reducing the latency of the system.
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February, Sean Phillip. "Rendering dark energy void." Master's thesis, University of Cape Town, 2009. http://hdl.handle.net/11427/11912.

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Includes abstract.
Includes bibliographical references (leaves 114-120).
The current model of cosmology, the Friedman-Lemaitre-Robertson-Valker model, assumes that the universe is approximately homogeneous and isotropic on very large scales. Further assuming flatness and dark energy in the form of Einstein's cosmological constant A then implies that the latter contributes roughly 73% of the total energy of the universe, cold dark matter (CD'I) 23SiC, and baryons, the matter we are made, only 4%.
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Pinnamaneni, Pujita. "Wavelet-based volume rendering." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04032003-160411.

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SILVA, RODRIGO MARQUES ALMEIDA DA. "AN OPTIMIZED PHOTOREALISTIC RENDERING METHOD WITH STATISTIC DISTRIBUTION AND AUTOMATIC RENDERING TECHNIQUE SELECTION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25807@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
O processo de renderização fotoreal para cinema e TV demanda, cada vez mais, poder de processamento, necessitando não só de algoritmos paralelos, bem como sistema de distribuição de tarefas. No entanto, mesmo em sistemas de produção, o tempo necessário para avaliar uma animação pode chegar a vários dias, dificultando a melhoria da qualidade artística e limitando alterações. Neste trabalho foca-se na otimização de três processos inerentes à renderização, a renderização local, na qual o sistema trabalha para renderizar um conjunto de pixels de forma otimizada, aproveitando os recursos de hardware disponíveis e aproveitando dados de renderizações previamente realizadas, pelo nó ou teste. O processo de gerenciamento, extremamente crítico para o resultado, é alterado para não só distribuir, mas analisar toda a infraestrutura de renderização, otimizando o processo de distribuição e permitindo o estabelecimento de metas como prazo e custo. Além disso, o modelo de gerenciamento é expandido para a nuvem, utilizando-a como transbordo de processamento. Ainda, um novo processo foi criado para avaliar a renderização de forma colaborativa, onde cada nó comunica resultados parciais e assim otimiza a renderização de outros. Por fim, diversas técnicas inovadoras foram criadas para melhorar o processo como um todo, removendo desperdícios e reaproveitando trabalho.
The photorealistic rendering process for cinema and TV increasingly demands processing power, requiring fast parallel algorithms and effective task distribution systems. However, the processes currently used by the academia and by the industry still consume several days to evaluate an animation in super-resolution (typically 8K), what makes difficult the improvement of artistic quality and limits the number of experiments with scene parameters. In this work, we focus on the optimization of three processes involved in photorealistic rendering, reducing the total time of rendering substantially. Firstly, we optimize the local rendering, in which the system works to render a set of pixels optimally, taking advantage of the available hardware resources and using previous rendering data. Secondly, we optimize the management process, which is changed not only to distribute frames but also to analyze all the rendering infrastructure, optimizing the distribution process and allowing the establishment of goals as time and cost. Furthermore, the management model is expanded to the cloud, using the cloud as a processing overflow. Thirdly, we propose a new optimized process to evaluate the rendering task collaboratively, where each node communicates partial results to other nodes, allowing the optimization of the rendering process in all nodes. Altogether, this thesis is an innovative proposal to improve the whole process of high-performance rendering, removing waste of resources and reducing rework.
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Muddala, Suryanarayana Murthy. "Free View Rendering for 3D Video : Edge-Aided Rendering and Depth-Based Image Inpainting." Doctoral thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-25097.

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Three Dimensional Video (3DV) has become increasingly popular with the success of 3D cinema. Moreover, emerging display technology offers an immersive experience to the viewer without the necessity of any visual aids such as 3D glasses. 3DV applications, Three Dimensional Television (3DTV) and Free Viewpoint Television (FTV) are auspicious technologies for living room environments by providing immersive experience and look around facilities. In order to provide such an experience, these technologies require a number of camera views captured from different viewpoints. However, the capture and transmission of the required number of views is not a feasible solution, and thus view rendering is employed as an efficient solution to produce the necessary number of views. Depth-image-based rendering (DIBR) is a commonly used rendering method. Although DIBR is a simple approach that can produce the desired number of views, inherent artifacts are major issues in the view rendering. Despite much effort to tackle the rendering artifacts over the years, rendered views still contain visible artifacts. This dissertation addresses three problems in order to improve 3DV quality: 1) How to improve the rendered view quality using a direct approach without dealing each artifact specifically. 2) How to handle disocclusions (a.k.a. holes) in the rendered views in a visually plausible manner using inpainting. 3) How to reduce spatial inconsistencies in the rendered view. The first problem is tackled by an edge-aided rendering method that uses a direct approach with one-dimensional interpolation, which is applicable when the virtual camera distance is small. The second problem is addressed by using a depth-based inpainting method in the virtual view, which reconstructs the missing texture with background data at the disocclusions. The third problem is undertaken by a rendering method that firstly inpaint occlusions as a layered depth image (LDI) in the original view, and then renders a spatially consistent virtual view. Objective assessments of proposed methods show improvements over the state-of-the-art rendering methods. Visual inspection shows slight improvements for intermediate views rendered from multiview videos-plus-depth, and the proposed methods outperforms other view rendering methods in the case of rendering from single view video-plus-depth. Results confirm that the proposed methods are capable of reducing rendering artifacts and producing spatially consistent virtual views. In conclusion, the view rendering methods proposed in this dissertation can support the production of high quality virtual views based on a limited number of input views. When used to create a multi-scopic presentation, the outcome of this dissertation can benefit 3DV technologies to improve the immersive experience.
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Eler, Danilo Medeiros. ""Rendering híbrido: mapeamento de volumes sobre superfícies"." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-05072006-191327/.

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Algoritmos para rendering de superfícies são rápidos, mas não são compatíveis com situações em que é necessário investigar estruturas internas em volumes. Algoritmos de rendering volumétrico direto são adequados para a exploração de estruturas volumétricas, mas são lentos quando comparados a um rendering de superfícies. Várias soluções híbridas foram propostas na literatura, sendo que uma delas, conhecida como VoS (Volume on Surface), foi proposta recentemente com o objetivo de aumentar a capacidade de investigação do conteúdo de volumes por meio de superfícies. VoS é uma técnica híbrida que permite mapear o conteúdo de um volume em superfícies extraídas do mesmo. A técnica executa lançamento de raios para mapear as informações do volume na superfície, possibilitando a visualização das estruturas internas do volume utilizando rendering de superfícies convencional. No presente trabalho estudamos a técnica VoS e propomos diversas modificações com o intuito de generalizar a técnica e tratar algumas de suas limitações. As novas soluções apresentadas permitem a utilização da técnica com volumes de voxels regulares, e geram imagens de melhor qualidade. Assim como a VoS, as duas novas versões implementadas, VoSm e VoSm*, têm o objetivo de melhorar o poder de investigação do rendering de superfícies, permitindo a exploração do conteúdo de volumes. A técnica VoS e suas variações oferecem uma ferramenta alternativa para aplicações em que a utilização de superfícies é uma solução natural.
Surface rendering algorithms are fast, but are not suitable in situations where internal volume structures must be displayed for investigation. On the other hand, Direct Volume Rendering algorithms are effective to support exploration of internal volume structures, but software implementations are slow as compared to surface rendering solutions. Several hybrid solutions have been proposed in the literature. One of such hybrid solutions, named as VoS (Volume on Surface), has been recently introduced with the goal of using surfaces to enhance volume investigation capability. VoS is a hybrid technique that maps volume contents to surfaces extracted from this volume. The technique performs ray casting to map the volume information onto the surface, thus enabling the visualization of internal volume structures using standard surface rendering algorithms. In this work we study the VoS technique and propose several modifications in order to generalize the technique and treat some of its limitations. The new solutions presented here enable applying the technique to volumes described as a regular grid of voxels and produce images of superior quality as compared to the original. As with VoS, the two novel implementations, VoSm and VoSm*, have the goal of improving the investigative power of a surface rendering display, supporting exploration of volumetric contents. VoS and its variations are alternative tools for applications where surface rendering is a natural visualization solution.
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Wand, Michael. "Point based multi-resolution rendering." [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=972528237.

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31

Rackwitz, Anja, and Markus Sterner. "Photorealistic Rendering with V-ray." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-156.

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What makes an image photorealistic and how to pinpoint and understand how our mind interprets different elements in an image conditions? It is proposed that the phrase "imperfect makes perfect" is the key for the photorealistic goal in today’s 3D. There is a review of all the elements for the creation of one perfect image, such as Global Illumination, Anti-Aliasing and also a basic review of photography, how a scene is set up, color temperature and the nature of the real light. To put different theories to a test, the common three dimensional software 3D Studio Max was used with the V-Ray renderer. On a field trip to IKEA communications, we were assigned a project of a room scene containing a kitchen, with a finished scene model. A kitchen was created and experimented to reach a result where there is no visible difference between a computer generated image and the photography. Our result was not what we had hoped for due to many problems with our scene. We ourselves see this as a first step toward a scientific explanation to photorealism and what makes something photorealistic.

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32

Englund, Rickard. "Rendering Methods for 3D Fractals." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6966.

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3D fractals can be visualized as 3D objects with complex structure and has unlimited details. This thesis will be about methods to render 3D fractals effectively and efficiently, both to explore it in real-time and to create beautiful high resolution images with high details. The methods discussed is direct volume rendering with ray-casting and cut plane rendering to explore the fractal and an approach that uses super sampling to create high resolution images. Stereoscopic rendering is discussed and how it enhance the visual perception of the fractal

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Halstead, Howard John IV. "Interactive crayon rendering for animation." Texas A&M University, 2004. http://hdl.handle.net/1969.1/3155.

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This thesis describes the design and implementation of an interactive, nonphotorealistic rendering system for three-dimensional computer animation. The system provides a two-dimensional interface for coloring successive frames of animation using a virtual crayon that emulates the appearance of hand-drawn wax crayons on textured paper. The crayon strokes automatically track and move with threedimensional objects in the animation to preserve temporal coherency of strokes from one frame to the next. The system is intended to be used as an interactive renderer in conjunction with third-party three-dimensional modeling and animation tools.
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34

Nysjö, Fredrik. "Rendering Software for Multiple Projectors." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-161644.

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35

Poirier, Guillaume. "Human Skin Modelling and Rendering." Thesis, University of Waterloo, 2004. http://hdl.handle.net/10012/1082.

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Creating realistic-looking skin is one of the holy grails of computer graphics and is still an active area of research. The problem is challenging due to the inherent complexity of skin and its variations, not only across individuals but also spatially and temporally among one. Skin appearance and reflectance vary spatially in one individual depending on its location on the human body, but also vary temporally with the aging process and the body state. Emotions, health, physical activity, and cosmetics for example can all affect the appearance of skin. The spatially varying reflectance of skin is due to many parameters, such as skin micro- and meso-geometry, thickness, oiliness, and pigmentation. It is therefore a daunting task to derive a model that will include all these parameters to produce realistic-looking skin. The problem is also compounded by the fact that we are very well accustomed to the appearance of skin and especially sensitive to facial appearances and expressions. Skin modelling and rendering is crucial for many applications such as games, virtual reality, films, and the beauty industry, to name a few. Realistic-looking skin improves the believability and realism of applications. The complexity of skin makes the topic of skin modelling and rendering for computer graphics a very difficult, but highly stimulating one. Skin deformations and biomechanics is a vast topic that we will not address in this dissertation. We rather focus our attention on skin optics and present a simple model for the reflectance of human skin along with a system to support skin modelling and rendering.
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36

Niemelä, Jimmy. "Impostor Rendering with Oculus Rift." Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156881.

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This report studies impostor rendering for use with the virtual reality head mounted display Oculus Rift. The technique is replacing 3D models with 2D versions to speed up rendering, in a 3D engine. It documents the process of developing a prototype in C++ and DirectX11 and the required research needed to complete the assignment. Included in this report are also the steps involved in getting Oculus Rift support to work in a custom 3D engine and measuring the impact of impostor rendering when rendering to two screens of the head mounted display. The goal was to find the maximum models the engine could draw, while keeping the frame rate locked at 60 frames per second. 2 testers at Nordicstation came to the conclusion that 40-50 meters was the optimal distance for impostor rendering. Any closer and the flatness was noticeable. The results showed a clear improvement in frame rate when rendering a graphically intensive scene. The end result showed that the goal could be achieved at a maximum of 3000 trees with 1000 leaves. Impostor rendering was deemed effective when drawing beyond 500 trees at a time. Less than that and the technique was not needed to achieve 60 frames per second.
Denna rapport undersöker renderingstekniken impostors när den används i en simpel 3D motor tillsammans med virtuella verklighetshjälmen Oculus Rift. Impostors betyder på engelska bedragare och tekniken går ut på att den byter ut avancerade 3D modeller mot simpla 2D versioner när de är ett visst avstånd ifrån användarens virtuella kamera. Om den är korrekt implementerad ska användaren inte märka att vissa modeller är platta och tekniken sparar på resurser då grafikmotorn inte behöver rita ut alla modeller. Rapporten går igenom vad som undersöktes i förundersökningen för att kunna utveckla en prototyp med utvecklingspråket C++ och DirectX 11. I rapporten står även hur prototypen utvecklades och hur stöd för Oculus Rift lades till. De slutliga resultaten visade att impostors hade en stor påverkan på uppdateringshastigheten när antalet 3D modeller som skulle ritas var många, annars hade tekniken ingen påverkan för att nå 60 bilder per sekund. 2 testare från Nordicstation kom fram till att ett avstånd på 40-50 meter från spelarens kamera till utritning av impostors var lämplig, för att dölja att de endast är platta versioner av 3d modeller. Testet visade att motorn kunde rita ut 3000 träd, med 1000 löv på varje, och hålla 60 bilder per sekund, vilket var målet. Detta på ett avstånd av 40m på impostors. Impostorrendering var effektiv när man ritade ut fler än 500 träd åt gången. Mindre antal gav ingen märkbar effekt på testdatorn som användes för testet.
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Ågren, Rasmus. "Optimerad rendering av fluid meshes." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-15433.

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Simuleringen av vätskor är idag en viktig del inom både film-, spel- och reklamindustrin. Detta kräver dock mycket av hårdvaran vilket saktar ner processen att rendera markant. I detta projekt forskades det inom optimering av renderingstekniker för att göra det lättare att rendera fram kvalitativa resultat när man använder sig av fluids i program för 3D-grafik. Arbetet innehåller en undersökning där testpersoner bedömt ett antal renderingar samt de optimerade inställningar som används till rendering
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38

Golba, Benjamin. "Deferred rendering using Compute shaders." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5436.

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Game developers today are putting a lot of effort into their games. Consumers are hard to please and demand a game which can provide both fun and visual quality. This is why developers aim to make the most use of what hardware resources are available to them to achieve the best possible quality of the game. It is easy to use too many performance demanding techniques in a game, making the game unplayable. The hard part is to make the game look good without decreasing the performance. This can be done by using techniques in a smart way to make the graphics as smooth and efficient as they can be without compromising the visual quality. One of these techniques is deferred rendering. The latest version of Microsoft’s graphics platform, DirectX 11, comes with several new features. One of these is the Compute shader which is a feature making it easier to execute general computation on the graphics card. Developers do not need to use DirectX 11 cards to be able to use this feature though. Microsoft has made it available on graphic cards made for DirectX 10 as well. There are however a few differences between the two versions. The focus of this report will be to investigate the possible performance differences between these versions on when using deferred rendering. An application was made supporting both shader model 4 and 5 of the compute shader, to be able to investigate this.
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Gustafsson, Torsten. "Concepts of Hybrid Data Rendering." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-142875.

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This thesis describes methods for advanced visualization of 3D data. Order-independent transparent data between multiple datasets of varying types can be combined using an A-buffer. In this thesis, an implementation of such a buffer is presented. An optimisation of the A-buffer, based on the discarding of unnecessary fragments will be presented. A line integral convolution method for 3D volumes will also be presented, where noise input, and resolution of the input- compared to output volumes will be discussed. The resulting method is able to visualize multiple types of data with order-independent transparency. The rendering speed is generally fast enough for an interactive user-experience.
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Fox, Mark A. "Efficient rendering of animated BlobTrees." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ65101.pdf.

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41

Lindholm, Stefan. "Large fused GPU volume rendering." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95287.

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This master thesis describes the underlying theory and implementation of a fused GPU volume rendering pipeline. The open source framework of XIP, largely developed at Siemens Corporate Research, is extended with fusion capabilities through a Binary Space Partitioning approach. Regions in the intersection pattern of multiple volumes are identified and subsequently rendered using either Texture Slicing or Raycasting in a cell based fashion. Results demonstrate interactive frame rates for reasonable scenes and are encouraging as the implementation can be extended by several key acceleration methods.
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42

Engström, Philip. "Interactive GPU-based Volume Rendering." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-97100.

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Modern GPUs possess enormous computational capabilities, power that has just become available for general purpose programming via the development of highly programmable shaders. This thesis investigates ways to use this power for the purpose of medical visualization. The project was carried out in collaboration with Sectra Imtec, a Linköpingbased medical imaging company. The problem to be solved was how best to render high quality images at interactive frame rates for the purpose of previewing a medical data set. Two different GPU-accelerated volume rendering approaches were investigated and implemented. One approach based on textured slices of proxy geometry, and one based on ray casting. It is shown that the ray casting implementation presented far superior image quality. Because of this, most of the work during the project concerned improving the method enough to make the visualization interactive. In particular, an empty space skipping method via a complex bounding geometry was implemented and is described in detail. This report also presents important background facts regarding volume rendering and modern graphics cards, so that it is accessible for any reader with basic computer graphics knowledge.
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43

Pereira, Javeen Carl. "Rendering egomotion using dynamic textures." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=84067.

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This thesis is focused on addressing some of the limitations present in the spectral synthesis technique introduced by Zhang to render dynamic textures resembling falling snow. We improved the speed and the memory requirements of the rendering process by replacing the 3D inverse Fourier transform used in the rendering technique by a sequence of 2D inverse Fourier transforms. One of the issues with the rendering technique was that it didn't take into account the variations across the motion field that are visible when the observer undergoes non-lateral motion. In order to incorporate the motion field effects caused by egomotion (i.e. the motion of the observer) we devised a tiling technique which involved dividing the view field into square image tiles, rendering each tile with a unique direction of motion and speed range (depending on the underlying motion field) and then blending the tiles together. The tile boundaries are not visible in this case because of certain constraints present in the human visual system (HVS) with regard to processing such motion gradients or discontinuities. Finally, based on the constraints present in the HVS in processing multiple moving layers, we show that the original model which renders a large number of overlapping transparent layers is an overkill and demonstrate a simplified model which renders just a limited number of layers.
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44

Plataniotis, Antonis C. "Software architectures for photorealistic rendering." Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244350.

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45

Brown, P. J. C. "Selective mesh refinement for rendering." Thesis, University of Cambridge, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.597007.

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A key task in computer graphics is the rendering of complex models. As a result, there exist a large number of schemes for improving the speed of the rendering process, many of which involve displaying only a simplified version of a model. When such a simplification is generated selectively, i.e. detail is only removed in specific regions of a model, we term this selective mesh refinement. Selective mesh refinement can potentially produce a model approximation which can be displayed at greatly reduced cost while remaining perceptually equivalent to a rendering of the original. For this reason, the field of selective mesh refinement has been the subject of dramatically increased interest recently. The resulting selective refinement methods, though, are restricted in both the types of model which they can handle and the form of output meshes which they can generate. Our primary thesis is that a selectively refined mesh can be produced by combining fragments of approximations to a model without regard to the underlying approximation method. Thus we can utilise existing approximation techniques to produce selectively refined meshes in n-dimensions. This means that the capabilities and characteristics of standard approximation methods can be retained in our selectively refined models. We also show that a selectively refined approximation produced in this manner can be smoothly geometrically morphed into another selective refinement in order to satisfy modified refinement criteria. This geometric morphing is necessary to ensure that detail can be added and removed from models which are selectively refined with respect to their impact on the current view frustum. For example, if a model is selectively refined in this manner and the viewer approaches the model then more detail may have to be introduced to the displayed mesh in order to ensure that it satisfies the new refinement criteria. By geometrically morphing this introduction of detail we can ensure that the viewer is not distracted by "popping" artifacts.
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46

sun, weifeng. "WAVELETS IN REAL-TIME RENDERING." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4026.

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Interactively simulating visual appearance of natural objects under natural illumination is a fundamental problem in computer graphics. 3D computer games, geometry modeling, training and simulation, electronic commerce, visualization, lighting design, digital libraries, geographical information systems, economic and medical image processing are typical candidate applications. Recent advances in graphics hardware have enabled real-time rasterization of complex scenes under artificial lighting environment. Meanwhile, pre-computation based soft shadow algorithms are proven effective under low-frequency lighting environment. Under the most practical yet popular all-frequency natural lighting environment, however, real-time rendering of dynamic scenes still remains a challenging problem. In this dissertation, we propose a systematic approach to render dynamic glossy objects under the general all-frequency lighting environment. In our framework, lighting integration is reduced to two rather basic mathematical operations, efficiently computing multi-function product and product integral. The main contribution of our work is a novel mathematical representation and analysis of multi-function product and product integral in the wavelet domain. We show that, multi-function product integral in the primal is equivalent to summation of the product of basis coefficients and integral coefficients. In the dissertation, we give a novel Generalized Haar Integral Coefficient Theorem. We also present a set of efficient algorithms to compute multi-function product and product integral. In the dissertation, we demonstrate practical applications of these algorithms in the interactive rendering of dynamic glossy objects under distant time-variant all-frequency environment lighting with arbitrary view conditions. At each vertex, the shading integral is formulated as the product integral of multiple operand functions. By approximating operand functions in the wavelet domain, we demonstrate rendering dynamic glossy scenes interactively, which is orders of magnitude faster than previous work. As an important enhancement to the popular Pre-computation Based Radiance Transfer (PRT) approach, we present a novel Just-in-time Radiance Transfer (JRT) technique, and demonstrate its application in real-time realistic rendering of dynamic all-frequency shadows under general lighting environment. Our work is a significant step towards real-time rendering of arbitrary scenes under general lighting environment. It is also of great importance to general numerical analysis and signal processing.
Ph.D.
Other
Engineering and Computer Science
Computer Science
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47

Nimscheck, Uwe Michael. "Rendering for free form deformations." Thesis, University of Cambridge, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364275.

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48

BENEVIDES, LEONARDO DE PAULA BATISTA. "AMBIENT OCCLUSION FOR LINE RENDERING." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=26083@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
A interpretação tridimensional de conjuntos densos de linhas exige o uso de modelos de iluminação mais elaborados. A oclusão ambiente é uma técnica utilizada para simular, de forma realista e barata, a iluminação ambiente indireta. Este trabalho apresenta um novo algoritmo para renderização de linhas com oclusão de ambiente. O algoritmo proposto é baseado na voxelização da cena e no cálculo do volume ocupado do hemisfério associado a cada ponto do linha. Propõe-se uma adaptação no algoritmo de voxelização de cenas 3D formada por sólidos para o tratamento correto da cena formada por linhas. Assim, uma descrição volumétrica da geometria é criada em um buffer de textura. O hemisfério em torno de cada ponto visível é amostrado por diversos pontos, e para cada amostra se acessa um prisma, cujo volume ocupado é calculados a partir da voxelização. Ao acumular os resultados de cada amostra, estima-se a oclusão de ambiente causada pela geometria em cada ponto visível pelo observador. Esta estratégia mostra-se adequada, pois tem como resultado imagens com alta qualidade em tempo real para cenas com grande complexidade.
The three-dimensional understanding of dense line sets requires the use of more sophisticated lighting models. Ambient occlusion is a technique used to simulate realistically and efficiently, the indirect ambient lighting. This paper presents a new algorithm for rendering lines with ambient occlusion. The proposed algorithm is based on the voxelization of the scene and on the computation of occlusionin the hemisphere associated to each visible point. It is proposed an adaptation of the voxelization algorithm of 3D scenes made up of solids to the correct treatment of the scene formed by lines. Thus, a volumetric geometry description is created in a texture buffer. The hemisphere around every visible point is sampled by several points, and for each sample is generated a prism, which occluded volume is calculated from the voxelization. By accumulating the results of each sample, the estimated ambient occlusion caused by the geometry at each point visible to the observer is computed. This strategy proved to be appropriate, resulting in high-quality images in real time for complex scenes.
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49

Legakis, Justin (Justin Scott) 1973. "Modeling and rendering cellular textures." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/79996.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 1999.
Includes bibliographical references (p. 63-65).
by Justin Legakis.
S.M.
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50

García, Armando. "Efficient rendering of synthetic images." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/15182.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1986.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING.
Bibliography: leaves 221-224.
by Armando Garcia.
Ph.D.
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