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Johansson, 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.

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Volume rendering is quite an old concept of representing images, dating back to the 1980's. It is very useful in the medical field for visualizing the results of a computer tomography (CT) and magnet resonance tomography (MRT) in 3D. Apart from these two major applications for volume rendering, there aren’t many other fields of usage accept from tech demos. Volumetric data does not have any limitations to the shape of an object that ordinary meshes can have. A popular way of representing volume data is through an algorithm that is called volume raycasting. There is a big disadvantage with
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Möller, Andreas. "A dynamic method for rendering overlay on live video : With motion detection and masking using DirectX 11 and HLSL." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-75911.

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The digitalization leads to that many physical solutions are replaced by digital once. Especially in the surveillance and security business have humans been replaced by cameras which are monitored from a remote location. As the power of the computers has increased, live video can be analyzed to inform the controller about anomalies which a human eye could have missed. SAAB – Air Traffic Management has a digital solution to provide Air Traffic Service which is called Remote Tower. This project will come up with a recommendation on how SAAB can dynamically render overlay based on live video, whi
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Kobrtek, Jozef. "Zobrazení stínů ve scéně s využitím knihovny DirectX." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236553.

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This work discusses shadowing methods, analyses them and describes implementation in DirectX 11 API. Theoretical part describes historical evolution of shadow usage in 3D applications and also analyzes shadowing algorithms. This work compares 2 variants of shadow mapping algorithm for omnidirectional lights, based on cube mapping and paraboloid projection, on demo application using quality, performance and implementation aspects.
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Johansson, Simon, and Robin Andersson. "Comparison Between Particle Rendering Techniques in DirectX 11." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20689.

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Comparison between GPU and CPU particle systems.Computer games have used particle systems for visualeffects such as weather, smoke, fog, etc and it’s relatively low costto implement. There are a mixture of different techniques usedto render particle systems, usually CPU heavy implementationsor a GPU based one.In this study we developed two rendering techniques for aparticle system, instancing and stream-out, and compare theirperformance. As almost as expected we saw that the stream-outtechnique that is GPU based outperformed instancing when wetested using none intractable particle systems. We
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Persson, Martin, and Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1." Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.

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<p>This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not des
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Blom, Simon. "A Comparison Between Rendering Techniques For Billboards In DirectX 11." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302261.

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This thesis is comparing the performance between four different techniques of geometry construction for billboards with the purpose of determining which one that is the fastest. All four rendering techniques are implemented in C++ with DirectX 11 and compared against each other. Results indicate that all of the rendering techniques have different constant time costs and different levels of scalability. The conclusion is that the batched technique is the fastest when rendering less than ten thousand billboards while the tessellated technique is the fastest when rendering more than ten thousand
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Lindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.

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Visualization of volumetric data has always been useful in big va- riety of ways, for example computer tomography (CT) and magnet resonance tomography (MRT) are two major applications of this sorts of algorithms. Since volumetric data has no limitation regarding the shape of the object that ordinary mesh algorithms has we can fully reconstruct anything using the Marching cubes algorithm. New tech- niques allow us to implement this algorithm by new and exible means. Here we will use the latest of DirectX technology to run marching cubes in realtime using compute shaders.<br>kristoffer.swe@gmail
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Säll, Martin, and Fredrik Cronqvist. "Real-time generation of kd-trees for ray tracing using DirectX 11." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15321.

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Context. Ray tracing has always been a simple but effective way to create a photorealistic scene but at a greater cost when expanding the scene. Recent improvements in GPU and CPU hardware have made ray tracing faster, making more complex scenes possible with the same amount of time needed to process the scene. Despite the improvements in hardware ray tracing is still rarely run at a interactive speed. Objectives. The aim of this experiment was to implement a new kdtree generation algorithm using DirectX 11 compute shaders. Methods. The implementation created during the experiment was tested us
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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.

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Background. As newer computers are constructed, more advanced and powerful hardware come along with them. This leads to the enhancement of various program attributes and features by corporations to get ahold of the hardware, hence, improving performance. A relatively new API which serves to facilitate such logic, is Microsoft DirectX 12. There are numerous opinions about this specific API, and to get a slightly better understanding of its capabilities with hardware utilization, this research puts it under some tests. Objectives. This article’s aim is to steadily perform tests and comparisons i
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Jakštys, Vytautas. "Trimačių vaizdų programavimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130801_123349-60814.

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Šiame darbe nagrinėjamos populiariausios trimačių vaizdų apdorojimo technologijos DirectX ir OpenGL. Buvo atlikta jų apžvalga, pateikti šių technologijų pagrindiniai privalumai ir trūkumai bei atlikta jų lyginamoji analizė. Darbe apžvelgtos populiariausios modernios programavimo kalbos turinčios trimačių vaizdų programavimo galimybęs – C# ir C++. Panaudojant šias kalbas buvo sukurta programinė įranga skirta DirectX ir OpenGL technologijų vaizdų apdorojimo spartos tyrimui. Buvo atliktas didelis skaičius eksperimentų, kurių metu buvo siekiama nustatyti minėtų technologijų spartą vizualizuojant e
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Blidkvist, Jesper, and Joakim Westgren. "Re-texturing and compositing new material on pre-rendered media : Using DirectX and UV sampling." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12798.

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Context: This thesis investigates a new method for re-texturing and com- positing new or additional material on specific pre-rendered images using various blend equations. This is done by sampling a number of render passes created alongside the original source material, most notably a UV pass for accurate texture positioning and different lighting passes to enhance the control over the final result. This will allow comparatively simple and cheap compositing without the overhead that other commercially available tools might add. Objectives: Render the necessary UV coordinates and lighting calcu
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Persson, 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.

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The game industry have always looked for rendering techniques that makes the games as good looking and realistic as possible. The common approach is to use triangles built up by vertices and apply many different techniques to make it look as good as possible. When triangles are used to draw objects, there is always edges and those edges often make the objects look less realistic than desired. To reduce these visible edges the amount of triangles for an object have to be increased, but with more triangles more processing power from the graphics cards is needed. Another way to approach rendering
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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 engin
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Löwgren, Martin, and Niklas Olin. "PN-triangle tessellation using Geometry shaders : The effect on rendering speed compared to the fixed function tessellator." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3818.

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With each computer game generation there is always a demand for more visually pleasing environments. This pushes game developers to create more powerful rendering techniques and game artists to create more detailed art. With a visually stunning backdrop also comes the need for high-resolution models. A common issue is that if all models in a scene are high-resolution it would not only require immensely powerful hardware, it would also be wasteful as only the models in the foreground are close enough that we would recognize the increased details. The common solution to this problem has been to
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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.

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Context. Computer rendered imagery such as computer games is a field with steady development. To render games an application programming interface (API) is used to communicate with a graphical processing unit (GPU). Both the interfaces and processing units are a part of the steady development in order to be able to push the limits of graphical rendering. Objectives. This thesis investigates if the Direct3D 12 API provides higher rendering performance when compared to its predecessor Direct3D 11. Methods. The method used is an experiment, in which a benchmark rendering basic shaded geometry usi
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Pethrus, Engström Ludwig. "Volumetric Terrain Genereation on the GPU : A modern GPGPU approach to Marching Cubes." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172299.

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Volumetric visualization is something that has become more interesting during recent years. It has been something that was not feasible in an interactive environment due to its complexity in the 3D space. However, today's technology and access to the power of the graphics processing unit (GPU) has made it feasible to render volumetric data interactively. This thesis explores the possibilities to create and render large volumetric terrain using an implementation of Marching Cubes on the GPU. With the advent of general-purpose computing on the GPU (GPGPU) it has become far easier to implement tr
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Polášek, Tomáš. "Hybridní raytracing v rozhraní DXR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403161.

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The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of impl
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Enarsson, Kim. "Particle Simulation using Asynchronous Compute : A Study of The Hardware." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19684.

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Background. With the introduction of the compute shader, followed by the application programming interface (API) DirectX 12, the modern GPU is now going through a transformation. Previously the GPU was used as a massive computational tool for running a single task at unparalleled speed. The compute shader made it possible to run CPU like programs on the GPU, DirectX 12 takes this even further by introducing a multi-engine architecture. Multi-engine architecture unlocks the possibility of running the compute shader alongside the regular graphical stages, this concept is called asynchronous comp
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Merrell, Thomas Yates. "Escape Simulation Suite." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31754.

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Ever since we were children the phrase â In case of an emergency, walk, DONâ T run, to the nearest exitâ has been drilled into our heads. How to evacuate a large number of people from a given area as quickly and safely as possible has been a question of great importance since the first congregation of man; a question that has yet to be optimally answered. There have been many attempts at finding an answer and many more yet to be made. In light of recent world events, 9/11 for instance, the need for a better answer is apparent. While finding a solution to this problem is the end objecti
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Aav, Sebastian. "Adaptive Music System for DirectSound." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6092.

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<p>With the intention of surveying the field of research in adaptive audio systems for interactive media, a suggested audio system design for adaptive music control is described, and a prototype implementation of key parts of the system is presented and evaluated. </p><p>Foregoing midi-triggered sound banks, the proposed design uses layered segmented audio files, defined and controlled by XML-scripts. The results demonstrate an inclination of a flexible system, capable of adequate adaptive behaviour of high quality sound. </p><p>The implemented system will serve as an extensive basis for futur
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Poulsen, Henrik. "Potential of GPU Based Hybrid Ray Tracing For Real-Time Games." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3488.

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The development of Graphics Hardware Technology is blazing fast, with new and more improved models, that out spec the previous generations with leaps and bounds, before one has the time to digest the potential of the previous generations computing power. With the progression of this technology the computer games industry has always been quick to adapt this new power and all the features that emerge as the graphic card industry learn what the customers need from their products. The current generations of games use extraordinary visual effects to heighten the immersion into the games, all of whi
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Grinchenko, Oleksandr. "Difficulty of porting MVC Supervising Controller game from Windows OS to Android OS platform." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-24197.

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Carrera, Iseland Jonathan, and Leonard Grolleman. "Evaluation of Performance on Variable Rate Shading." Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21287.

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Background. Modern games are becoming more demanding on the hardware, and to counter this, new techniques to ease these demands are developed. One such optimization technique is Variable Rate Shading (VRS), included in the DirectX 12 API. It allows developers to vary the quality of parts of the frame to improve performance. How efficient VRS is, seems to vary as different benchmark tests get various results. This is most likely because of the different scene environments used in the tests. Objectives. To further expand the environments used in VRS benchmark tests, this study will focus on meas
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Hagdahl, Stefan. "Visualization using 3D Monitor." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5321.

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Many companies over the years have been working with enhancing the visual effect of monitors and television with 3D glasses and such. There is a new form of 3D viewing right now; Spatial View is the one I know most about. Their technology includes a barrier panel technology which aligns the right and left eye simultaneously giving the person looking at the monitor a 3D viewing. Spatial View has developed an API that can be easily included in games and rendering applications to enable this 3D visualization and this thesis is about the computer performance cost. The API works in such a way that
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Eriksson, Felix. "PixelCity Sharp-X : Jämförelser ur utvecklarperspektiv mellan C++ med OpenGL och C# med Direct3D." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-16176.

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This essay serves to illustrate the main practical differences between the popular medium-level programming language C++ (C Plus Plus), and the newer high-level language C# (C Sharp). It will focus on the aspects that are readily apparent to the application programmer, such as differing syntax, constraints and capabilities. It will also feature a similar comparison between the open source OpenGL graphics library, and the proprietary Direct3D graphics library owned by Microsoft Corporation. It will not go into the differences in ”under the hood” mechanics that the application programmer seldom
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Jozefov, David. "Implementace algoritmu Seamless Patches for GPU-Based Terrain Rendering." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-412848.

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This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of detail. It describes two currently most used graphical application interfaces and high-level libraries that use them and summarizes principles and features of several level-of-detail algorithms for terrain rendering. In more detail it then describes the implementation of Seamless patches for GPU-based terrain rendering algorithm.
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Ricks, Robert W. "An Ecological Display for Robot Teleoperation." Diss., CLICK HERE for online access, 2004. http://contentdm.lib.byu.edu/ETD/image/etd550.pdf.

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Buchta, Martin. "Kódování 4K videa v reálném čase s technologií NVENC." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-433205.

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Diploma thesis is focused on real-time 4K video encoding using NVENC technology. First chapter describes the most used video codecs H.264 and HEVC. There is an explanation of the principle of graphic cards and their programmable units. Analysis of the solution of open source Video Codec SDK is also part of the thesis. The main focus of the thesis is an implementation of an application which can handle 4K video encoding from multiple cameras in real time. Performance and qualitative tests were performed for application. Results of these tests were analyzed and discussed.
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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
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Lundström, Emrik. "Vector Displacement Mapping." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4416.

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Kontext: Displacement Mapping är en teknik som används inom 3D-spel för att skapa detaljrikedom i geometri utan att behöva triangelobjekt bestående av oönskad geometrikomplexitet. Tekniken har även andra användningsområden i 3D-spel, till exempel terränggeometri. Tekniken skänker detaljrikedom genom att i samband med tesselering förskjuta geometri i en normalriktning eller längs annan specificerad riktning. Vector Displacement Mapping är en teknik liknande Displacement Mapping där skillnaden är att Vector Displacement Mapping förskjuter geometri i tre dimensioner. Mål: Syftet med arbetet är ut
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Vadi-Dris, David, and Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"." Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.

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<p>This is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself ha
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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 sys
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Di, Domenico Nicolò. "Progettazione e realizzazione di un plugin efficiente per la resa e l'animazione su larga scala in Unity." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Questa tesi si pone l'obiettivo di realizzare un plugin per il motore grafico Unity che permetta di animare un numero molto alto di personaggi pur mantenendo un framerate alto e stabile. Questa soluzione trova impiego in diversi settori che facciano uso di computer grafica in tempo reale, quali videoludico, cinematografico e degli eventi in diretta televisiva. Le alte prestazioni del plugin saranno realizzate grazie all'impiego della GPU come strumento di calcolo parallelo massivo, alla quale saranno delegati i compiti di interpolazione delle animazioni e di skinning dei modelli, tramite l'us
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Koch, Zdeněk. "Počítačová simulace pohybu a plánování trajektorie mobilního robotu." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2008. http://www.nusl.cz/ntk/nusl-228129.

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This thesis deals about design and realization software application "Mobile robot studio" for planning path mobile robot in pseudo 3D world. It contains several tools, witch most important are: simulation control, path planning, world editor and commands editor for CAN. Application was made by technology .NET 2.0 and for 3D design was used Microsoft DirectX 9 API. This thesis has been supported by the Czech Ministry of Education in the frame of MSM 0021630529 Research Intention Inteligent Systems in Automation.
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Hacaj, Marián. "Jednoduchý letecký simulátor na Windows Phone 7." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236974.

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Thesis describes programming of 3D applications, mainly games, on Windows Phone 7 platform and lightly compares this approach with Silverlight platform. It also describes XNA framework in detail and programming plane simulators problems. In the second part of this thesis, reader can find complete description of implementation of a simple airplane simulation for Windows Phone 7 platform, which is based on the XNA framework. The game consists of implementation of terrain, sky, plane, scene and also of physics and the principle of the game.
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Engström, Carl, and Nawrin Oxing Felix. "Marching Cubes med Deferred Rendering motor." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5542.

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Spel idag kräver en enorm mängd arbetstimmar för att skapas, därför behövs alltid sätt att spara tid och automatisera processer. Algoritmer för polygoniseringen av skalärfält, som Marching Cubes, har under de senaste åren blivit ett allt vanligare tillvägagångssätt för att automatiskt generera terräng. Scenkomplexiteten och kraven för visuell kvalitet i dagens spel ökar ständigt. Därmed kommer också kravet för prestandaeffektiva renderingsmetoder. Deferred rendering är en renderingsmetod som kan hantera scener med stora mängder ljuskällor och hög scenkomplexitet samtidigt. För att undersöka in
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Eklund, Anders, Paul Dufort, Daniel Forsberg, and Stephen LaConte. "Medical Image Processing on the GPU : Past, Present and Future." Linköpings universitet, Medicinsk informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93673.

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Graphics processing units (GPUs) are used today in a wide range of applications, mainly because they can dramatically accelerate parallel computing, are affordable and energy efficient. In the field of medical imaging, GPUs are in some cases crucial for enabling practical use of computationally demanding algorithms. This review presents the past and present work on GPU accelerated medical image processing, and is meant to serve as an overview and introduction to existing GPU implementations. The review covers GPU acceleration of basic image processing operations (filtering, interpolation, hist
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Popelka, Karel. "Aplikace s vkládáním virtuálních předmětů do záběru kamery." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255339.

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The aim of this project is to design an application for mobile platform which can insert virtual objects to camera shots without disturbing the scene. The application is implemented on Windows 8.1 and Windows Phone 8.1 platforms. The scene rendering is done in DirectX with C++ programming language and the user interface is created in XAML. This text describes the relevant fundamentals of augmented reality and the selected platform and it describes advanced programming techniques such as asynchronous resources loading or advanced post processing rendering techniques. The result of this project
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Pečenka, Michal. "3D animace postavy v počítačové grafice." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235981.

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The main goal of this project was to familiarize readers with the techniques used in real-time animation of 3D characters. This work is focused on two types of animation: keyframe animation and skeletal animation. There are described algorithms for software and hardware accelerated model deformations, keyframe interpolations, animation blending, inverse kinematics and ragdoll. The result of this project is a framework, which consists of an animation library, examples demonstrating library functions and tools for export animations from 3D Studio Max and MilkShape 3D.
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Richards, Mark Andrew. "An intuitive motion-based input model for mobile devices." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16556/.

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Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we
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Berka, Petr. "Snímání scény pomocí USB a FireWire kamer." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2008. http://www.nusl.cz/ntk/nusl-217203.

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This diploma thesis deals with a interface USB and FireWire cameras to a computer through a technology called DirectShow. I used mostly a development kit „MontiVision“, which cooperates with a programming environment as is e.g. Microsoft Visual C++. You find here how to use a direct pixel access, how to get singles photos from a video, how to set up and calibrate a camera and how can look a particular application of the image processing. I wrote an introduction to the stereo-vision above the frame of my task. This thesis is like a manual for students. It includes my personal experiences and ex
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Menšík, Jakub. "Zobrazování voxelových scén pomocí ray tracingu v reálném čase." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445579.

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The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
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Pospíšil, Petr. "Knihovna pro efektivní záznam videa v 3D aplikaci." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236587.

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This thesis deals with library for recording video in the background of 3D application. A library is designed to work under the Microsoft Windows and Linux operation systems.  It records image and also sound. Image recording is supported in OpenGL, Direct3D9, Direct3D10 and Direct3D11. To reduce video data size, library supports image compression using MJPG codec. Audio is recorded by WaveForm audio, Windows Core Audio or ALSA. Recorded sound is for whole operation system. A library is able to record up to two audio streams to accommodate possible microphone input. It can mix audio data togeth
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He, Yiyang. "A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke." Thesis, Stockholms universitet, Numerisk analys och datalogi (NADA), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160401.

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With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though
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Törnblom, Simon, and Pontus Hellman. "DirectX12: A Resource Heap Type Copying Time Analysis." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20224.

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Background The API DirectX 12 allows programmers to have more control over the GPUs memory management. This includes the ability to allocate resources on different types of memory heaps. But there is a lack of research on how these heap types affect the copying performance. Objectives The aim of this thesis is to benchmark the copying performance of the different heap types in DirectX 12 when increasing the data size. The heaps are tested with the three types of command queue that can be used to execute commands to the GPU. Method To answer our research question, a DirectX 12 prototype was imp
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"Estudio del manejo de DirectX con Visual Basic." Tesis, Universidad de las Américas Puebla, 2003. http://catarina.udlap.mx/u_dl_a/tales/documentos/lis/nunez_g_a/.

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CHUNG-YU, HSU, and 徐崇育. "Use DirectX Technology to Construct Audio Quality System." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/50898925087934274891.

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碩士<br>明新科技大學<br>電機工程研究所碩士在職專班<br>100<br>The product of video and audio has been a variety and a quality growth due to the development of technology. However the equipment of the audio testing was worth several millions and could not use in production processes. The central purpose of this study was to establish a system structure base on a personal computer and using software. To analysis the several sound signals in receiving end to replace the professional audio testing equipment. This system could use in production line testing in factory, and also could reduce the cost of audio testing equ
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Huang, Ting-Wei, and 黃廷維. "H.264 Compatible Scalable Video Coding and Its DirectX Player Implementation." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/46151988741769613080.

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碩士<br>國立臺灣海洋大學<br>資訊工程學系<br>97<br>Abstract In this thesis, the topics to discuss include two fold: server design for scalable video coding (SVC) and client design for H.264 compatible streaming decoding. In the former, we use the edge-alignment algorithm to improve the image quality for SVC which is an extension from video coding standard H264/AVC. In the latter, we design the playback mechanism based on DirectShow system to achieve the goal of adaptively decode video provided by the server through the network. Basically, SVC can be divided into two parts: one base layer and several enhanceme
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"A Fast Fluid Simulator Using Smoothed-Particle Hydrodynamics." Master's thesis, 2012. http://hdl.handle.net/2286/R.I.15844.

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abstract: This document presents a new implementation of the Smoothed Particles Hydrodynamics algorithm using DirectX 11 and DirectCompute. The main goal of this document is to present to the reader an alternative solution to the largely studied and researched problem of fluid simulation. Most other solutions have been implemented using the NVIDIA CUDA framework; however, the proposed solution in this document uses the Microsoft general-purpose computing on graphics processing units API. The implementation allows for the simulation of a large number of particles in a real-time scenario. The so
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Deo, Mrinal. "A memory profiler for 3D graphics application using ninary instrumentation." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-3506.

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This report describes the architecture and implementation of a memory profiler for 3D graphics applications. The memory profiling is done for parts of the program which runs on the graphics processor and is responsible for rendering the image. The shaders are parsed and every memory instruction is instrumented with additional instruction for profiling. The results are then transferred from the video memory to CPU memory. Profiling is done for a frame and completes in less than three minutes. The report also describes various analyses that can be done using the results obtained from this profil
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