Dissertations / Theses on the topic 'Rendering'
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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.
Full textDå 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).
McCann, Shaun V. "Stereoscopic rendering." Thesis, University of Sussex, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341535.
Full textZhang, Caixia. "Advanced volume rendering." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1143150322.
Full textEskandari, Sam. "Curvature based Rendering." Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-129722.
Full textIn 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.
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.
Full textEtt 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.
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.
Full textGrossman, J. P. 1973. "Point sample rendering." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/50063.
Full textIncludes 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.
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.
Full textLin, Wai-sum. "Adaptive parallel rendering /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20868236.
Full textPetersson, 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.
Full textGuetat, 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.
Full textKvalsvik, 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.
Full textMekritthikrai, 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.
Full textMinggao, Wei. "Human Head Stiffness Rendering." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32743.
Full textRoberts, David Anthony Thomas. "Validating stereoscopic volume rendering." Thesis, Durham University, 2016. http://etheses.dur.ac.uk/11735/.
Full textDaubert, Katja. "Hardware-supported cloth rendering." München Verl. Dr. Hut, 2004. http://deposit.d-nb.de/cgi-bin/dokserv?idn=972319344.
Full textLandell, 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.
Full textJohnson, Jared. "Algorithms for Rendering Optimization." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5329.
Full textPh.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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.
Full textYao, Shu-Nung. "Rendering ambisonics over headphones." Thesis, University of Birmingham, 2015. http://etheses.bham.ac.uk//id/eprint/6248/.
Full textYu, Jingyi 1978. "Scam light field rendering." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/87848.
Full text"January 2003."
Includes bibliographical references (p. 57-59).
by Jingyi Yu.
S.M.
Capps, Michael Vincent 1972. "Shared-Frustum stereo rendering." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/81521.
Full textIncludes bibliographical references (p. 52-54).
by Michael Vincent Capps.
S.M.
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.
Full textKelkkanen, 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.
Full textFebruary, Sean Phillip. "Rendering dark energy void." Master's thesis, University of Cape Town, 2009. http://hdl.handle.net/11427/11912.
Full textIncludes 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%.
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.
Full textSILVA, 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.
Full textCONSELHO 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.
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.
Full textEler, 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/.
Full textSurface 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.
Wand, Michael. "Point based multi-resolution rendering." [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=972528237.
Full textRackwitz, 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.
Full textWhat 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.
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.
Full text3D 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
Halstead, Howard John IV. "Interactive crayon rendering for animation." Texas A&M University, 2004. http://hdl.handle.net/1969.1/3155.
Full textNysjö, 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.
Full textPoirier, Guillaume. "Human Skin Modelling and Rendering." Thesis, University of Waterloo, 2004. http://hdl.handle.net/10012/1082.
Full textNiemelä, Jimmy. "Impostor Rendering with Oculus Rift." Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156881.
Full textDenna 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.
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.
Full textGolba, 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.
Full textGustafsson, 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.
Full textFox, 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.
Full textLindholm, 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.
Full textEngström, 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.
Full textPereira, 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.
Full textPlataniotis, Antonis C. "Software architectures for photorealistic rendering." Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244350.
Full textBrown, P. J. C. "Selective mesh refinement for rendering." Thesis, University of Cambridge, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.597007.
Full textsun, weifeng. "WAVELETS IN REAL-TIME RENDERING." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4026.
Full textPh.D.
Other
Engineering and Computer Science
Computer Science
Nimscheck, Uwe Michael. "Rendering for free form deformations." Thesis, University of Cambridge, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364275.
Full textBENEVIDES, 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.
Full textCOORDENAÇÃO 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.
Legakis, Justin (Justin Scott) 1973. "Modeling and rendering cellular textures." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/79996.
Full textIncludes bibliographical references (p. 63-65).
by Justin Legakis.
S.M.
García, Armando. "Efficient rendering of synthetic images." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/15182.
Full textMICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING.
Bibliography: leaves 221-224.
by Armando Garcia.
Ph.D.