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Dissertations / Theses on the topic 'Rasterization'

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1

Dahlberg, Marina. "Rasterization of Fragmented Spatial Data." Thesis, Umeå universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-85411.

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The Geographical Information Systems (GIS) is nowadays a large industry that has evolved from a highly specialized niche to a technology that affects nearly every aspect of our lives. There is a big challenge to use the functionality of GIS within the organization that works with data in the ordinary old-fashioned way using files stored locally in the computer. The availability of sharing and visualizing data forces an organization to invest in modern software solutions. Sweco is one of the organizations which offer the software solution SMIL to complement the information stored in the organization with spatial support. The aim of the work presented in this thesis was to measure the time needed for rasterization of an image map with different amount of features in a simplified prototype of SMIL with similar data flow organization. This prototype was developed in consultation with Sweco’s software architect and GIS consultant and was tested using the organization’s network capacity. Four different types of tests, which were implemented in order to investigate the presence of possible tipping points, illustrated the similar result that when the number of requested features passes one thousand, both the time needed for rasterization and the size of the raster image increases rapidly. The fifth test, that was implemented in order to analyze the time the involved modules in the system needed to generate a response, identified GeoServer as an apparent critical module in the system that delays data flow when the number of requested features passes one thousand and it can slow down the system when the number of requested features passes ten thousand.
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2

Eker, Steven Mark. "Formal foundations for the design of rasterization algorithms and architectures." Thesis, University of Leeds, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278276.

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3

Diebel, James Richard. "Bayesian image vectorization : the probabilistic inversion of vector image rasterization /." May be available electronically:, 2008. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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4

Örtegren, Kevin. "Clustered Shading : Assigning arbitrarily shaped convex light volumes using conservative rasterization." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10418.

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Context. In this thesis, a GPU-based light culling technique performed with conservative rasterization is presented. Accurate lighting calculations are expensive in real-time applications and the number of lights used in a typical virtual scene increases as real-time applications become more advanced. Performing light culling prior to shading a scene has in recent years become a vital part of any high-end rendering pipeline. Existing light culling techniques suffer from a variety of problems which clustered shading tries to address. Objectives. The main goal of this thesis is to explore the use of the rasterizer to efficiently assign convex light shapes to clusters. Being able to accurately represent and assign light volumes to clusters is a key objective in this thesis. Methods. This method is designed for real-time applications that use large amounts of dynamic and arbitrarily shaped convex lights. By using using conservative rasterization to assign convex light volumes to a 3D cluster structure, a more suitable light volume approximation can be used. This thesis implements a novel light culling technique in DirectX 12 by taking advantage of the hardware conservative rasterization provided by the latest consumer grade Nvidia GPUs. Experiments are conducted to prove the efficiency of the implementation and comparisons with AMD´s Forward+ tiled light culling are provided to relate the implementation to existing techniques. Results. The results from analyzing the algorithm shows that most problems with existing light culling techniques are addressed and the light assignment is of high quality and allows for easy integration of new convex light types. Assigning the lights and shading the CryTek Sponza scene with 2000 point lights and 2000 spot lights takes 2.92ms on a GTX970. Conclusions. The conclusion shows that the main goal of the thesis has been reached to the extent that all existing problems with current light culling techniques have been solved, at the cost of using more memory. The technique is novel and a lot of future work is outlined and would benefit the validity of the implementation if further researched.
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5

Linder, Magnus, and Emil Palm. "Asynchronous Shading in Object Space Lighting Compared to Forward Rendering." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14878.

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Context: Rendering 3D scenes in real-time applications is becoming more computationally heavy all the time. Applications are demanded to render high quality graphics without going below a satisfactory frame rate. A huge part of the computation of graphics goes toward complex lighting of 3D models that has to be recomputed every frame. Object Space Lighting (OSL) is a recent technique that is able to store lighting data in between frames. This thesis researches how storing all shading data can impact the performance of an application. Objective: An OSL lighting application will be tested against a standard Forward rendering application in terms of performance, and image quality and perceptual deviations. Experiments are conducted using a scene that can have either still or moving lights and produces the results for the research. Results: Analysing the images from the results indicate that OSL is capable of rendering almost identical images as Forward rendering. The images are not perceptually different either. In terms of performance the hardware used for the experiments determines which application performs better rendering a scene with non-moving. Our OSL application shows clear weaknesses when rendering a scene with moving lights however. Conclusion: Finally, saving all lighting data with OSL is an interesting technique that with further research in the field could prove to be useful in a real time application under certain conditions.
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6

Hansson, Karl, and Mikael Hernvall. "Performance and Perceived Realism in Rasterized 3D Sound Propagation for Interactive Virtual Environments." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18251.

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Background. 3D sound propagation is important for immersion and realism in interactive and dynamic virtual environments. However, this is difficult to model in a physically accurate manner under real-time constraints. Computer graphics techniques are used in acoustics research to increase performance, yet there is little utilization of the especially efficient rasterization techniques, possibly due to concerns of physical accuracy. Fortunately, psychoacoustics have shown that perceived realism does not equate physical accuracy. This indicates that perceptually realistic and high-performance 3D sound propagation may be achievable with rasterization techniques. Objectives. This thesis investigates whether 3D sound propagation can be modelled with high performance and perceived realism using rasterization-based techniques. Methods. A rasterization-based solution for 3D sound propagation is implemented. Its perceived realism is measured using psychoacoustic evaluations. Its performance is analyzed through computation time measurements with varying sound source and triangle count, and theoretical calculations of memory consumption. The performance and perceived realism of the rasterization-based solution is compared with an existing solution. Results. The rasterization-based solution shows both higher performance and perceived realism than the existing solution. Conclusions. 3D sound propagation can be modelled with high performance and perceived realism using rasterization-based techniques. Thus, rasterized 3D sound propagation may provide efficient, low-cost, perceptually realistic 3D audio for areas where immersion and perceptual realism are important, such as video games, serious games, live entertainment events, architectural design, art production and training simulations.
Bakgrund. 3D-ljudpropagering är viktig för inlevelse och realism i interaktiva och dynamiska virtuella miljöer. Dock är detta svårt att modellera på fysiskt träffsäkert sätt med realtidsbegränsningar. Tekniker inom datorgrafik används inom akustikforskning för att öka prestanda, ändock används knappt de synnerligen effektiva rasteriseringsteknikerna, möjligtvis på grund av osäkerhet kring fysisk träffsäkerhet. Lyckligtvis har psykoakustiken visat att uppfattad realism inte är detsamma som fysisk träffsäkerhet. Detta är en indikation på att högpresterande och perceptuellt realistisk 3D-ljudpropagering kan åstadkommas med rasteriseringstekniker. Syfte. Denna avhandling undersöker huruvida 3D-ljudpropagering kan modelleras med hög prestanda och perceptuell realism med rasteriseringstekniker. Metod. En rasteriseringsbaserad lösning för 3D-ljudpropagering implementeras. Dess perceptuella realism mäts genom psykoakustiska utvärderingar. Dess prestanda analyseras genom körtidsmätningar vid varierande antal ljudkällor och trianglar, och teoretiska uträkningar över minnesanvändning. Den perceptuella realismen och prestandan hos den rasteriseringsbaserade lösningen jämförs med en existerande lösning. Resultat. Den rasteriseringsbaserade lösningen påvisar både högre perceptuell realism och prestanda än den existerande lösningen. Slutsatser. 3D-ljudpropagering kan modelleras med hög prestanda och perceptuell realism med rasteriseringsbaserade tekniker. Alltså kan rasteriserad 3D-ljudpropagering bistå med effektivt, billigt och perceptuellt realistiskt 3D-ljud för områden där inlevelse och perceptuell realism är viktiga, såsom videospel, seriösa spel, live underhållningsevents, arkitekturdesign, konstproduktion och träningssimulationer.
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7

Ramachandruni, Radha Krishna. "Design of 3D Accelerator for Mobile Platform." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7082.

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Implement a high-level model of computationally intensive part of 3D graphics pipe-line. Increasing popularity of handheld devices along with developments in hardware technology, 3D graphics on mobile devices is fast becoming a reality. Graphics processing is essentially complex and computationally demanding. In order to achieve scene realism and perception of motion, identifying and accelerating bottle necks is crucial. This thesis is about Open-GL graphics pipe-line in general. Software which implements computationally intensive part of graphics pipe-line is built. In essence a rasterization unit that gets triangles with 2D screen, texture co-ordinates and color. Triangles go through scan conversion, texturing and a set of other per-fragment operations before getting displayed on screen.

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Ek, Joel. "A Data-Parallel Graphics Pipeline Implemented in OpenCL." Thesis, Linköpings universitet, Institutionen för systemteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-85679.

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This report documents implementation details, results, benchmarks and technical discussions for the work carried out within a master’s thesis at Linköping University. Within the master’s thesis, the field of software rendering is explored in the age of parallel computing. Using the Open Computing Language, a complete graphics pipeline was implemented for use on general processing units from different vendors. The pipeline is tile-based, fully-configurable and provides means of rendering visually compelling images in real-time. Yet, further optimizations for parallel architectures are needed as uneven work loads drastically decrease the overall performance of the pipeline.
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9

Dufay, Arthur. "High quality adaptive rendering of complex photometry virtual environments." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0692/document.

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La génération d'images de synthèse pour la production cinématographique n'a cessé d'évoluer durant ces dernières décennies. Pour le non-expert, il semble que les effets spéciaux aient atteint un niveau de réalisme ne pouvant être dépassé. Cependant, les logiciels mis à la disposition des artistes ont encore du progrès à accomplir. En effet, encore trop de temps est passé à attendre le résultat de longs calculs, notamment lors de la prévisualisation d'effets spéciaux. La lenteur ou la mauvaise qualité des logiciels de prévisualisation pose un réel problème aux artistes. Cependant, l'évolution des cartes graphiques ces dernières années laisse espérer une potentielle amélioration des performances de ces outils, notamment par la mise en place d'algorithmes hybrides rasterisation/ lancer de rayons, tirant profit de la puissance de calcul de ces processeurs, et ce, grâce à leur architecture massivement parallèle. Cette thèse explore les différentes briques logicielles nécessaires à la mise en place d'un pipeline de rendu complexe sur carte graphique, permettant une meilleure prévisualisation des effets spéciaux. Différentes contributions ont été apportées à l'entreprise durant cette thèse. Tout d'abord, un pipeline de rendu hybride a été développé (cf. Chapitre 2). Par la suite, différentes méthodes d'implémentation de l'algorithme de Path Tracing ont été testées (cf. Chapitre 3), de façon à accroître les performances du pipeline de rendu sur GPU. Une structure d'accélération spatiale a été implémentée (cf. Chapitre 4), et une amélioration de l'algorithme de traversée de cette structure sur GPU a été proposée (cf. Section 4.3.2). Ensuite, une nouvelle méthode de décorrélation d'échantillons, dans le cadre de la génération de nombres aléatoires a été proposée (cf. Section 5.4) et a donné lieu à une publication [Dufay et al., 2016]. Pour finir, nous avons tenté de combiner l'algorithme de Path Tracing et les solutions Many Lights, toujours dans le but d'améliorer la prévisualisation de l'éclairage global. Cette thèse a aussi donné lieu à la soumission de trois mémoires d'invention et a permis le développement de deux outils logiciels présentés en Annexe A
Image synthesis for movie production never stopped evolving over the last decades. It seems it has reached a level of realism that cannot be outperformed. However, the software tools available for visual effects (VFX) artists still need to progress. Indeed, too much time is still wasted waiting for results of long computations, especially when previewing VFX. The delays or poor quality of previsualization software poses a real problem for artists. However, the evolution of graphics processing units (GPUs) in recent years suggests a potential improvement of these tools. In particular, by implementing hybrid rasterization/ray tracing algorithms, taking advantage of the computing power of these processors and their massively parallel architecture. This thesis explores the different software bricks needed to set up a complex rendering pipeline on the GPU, that enables a better previsualization of VFX. Several contributions have been brought during this thesis. First, a hybrid rendering pipeline was developed (cf. Chapter 2). Subsequently, various implementation schemes of the Path Tracing algorithm have been tested (cf. Chapter 3), in order to increase the performance of the rendering pipeline on the GPU. A spatial acceleration structure has been implemented (cf. Chapter 4), and an improvement of the traversal algorithm of this structure on GPU has been proposed (cf. Section 4.3.2). Then, a new sample decorrelation method, in the context of random number generation was proposed (cf. Section 5.4) and resulted in a publication [Dufay et al., 2016]. Finally, we combined the Path Tracing algorithm with the Many Lights solution, always with the aim of improving the preview of global illumination. This thesis also led to the submission of three patents and allowed the development of two software tools presented in Appendix A
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10

Murray, David. "Legible Visualization of Semi-Transparent Objects using Light Transport." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0326/document.

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Explorer et comprendre des données volumétriques ou surfaciques est un des nombreux enjeux du domaine de l'informatique graphique. L'apparence de telles données peut être modélisée et visualisée en utilisant la théorie du transport lumineux. Afin de rendre une telle visualisation compréhensible, le recours à des matériaux transparents est très répandu. Si des solutions existent pour simuler correctement la propagation de la lumière et ainsi afficher des objets semi-transparents, offrir une visualisation compréhensible reste un sujet de recherche ouvert. Le but de cette thèse est double. Tout d'abord, une analyse approfondie du modèle optique pour le transport de la lumière et ses implications sur la génération d'images par ordinateur doit être effectuée. Ensuite, cette connaissance pourra être utilisée pour proposer des solutions efficaces et fiables pour visualiser des milieux transparents et semi-transparents. Dans ce manuscrit, premièrement, nous présentons le modèle optique communément utilisé pour modéliser le transport de la lumière dans des milieux participatifs, sa simplification si l'on réduit la situation à des surfaces et la manière dont ces modèles sont utilisés en informatique graphique pour générer des images. Deuxièmement, nous présentons une solution pour améliorer la représentation des formes dans le cas particulier des surfaces. La technique proposée utilise le transport lumineux comme base pour modifier le processus d'éclairage et modifier l'apparence et l'opacité des matériaux. Troisièmement, nous nous concentrons sur la problématique de l’utilisation de données volumétriques au lieu du cas simplifié des surfaces. Dans ce cas, le fait de ne modifier que les propriétés du matériau a un impact limité. Nous étudions donc comment le transport lumineux peut être utilisé pour fournir des informations utiles à la compréhension de milieux participatifs. Enfin, nous présentons notre modèle de transport lumineux pour les milieux participatifs, qui vise à explorer une région d'intérêt d’un volume
Exploring and understanding volumetric or surface data is one of the challenges of Computer Graphics. The appearance of these data can be modeled and visualized using light transport theory. For the sake of understanding such a data visualization, transparent materials are widely used. If solutions exist to correctly simulate the light propagation and display semi-transparent objects, offering a understandable visualization remains an open research topic. The goal of this thesis is twofold. First, an in-depth analysis of the optical model for light transport and its implication on computer generated images is performed. Second, this knowledge can be used to tackle the problematic of providing efficient and reliable solution to visualize transparent and semi-transparent media. In this manuscript, we first introduce the general optical model for light transport in participating media, its simplification to surfaces, and how it is used in computer graphics to generate images. Second, we present a solution to improve shape depiction in the special case of surfaces. The proposed technique uses light transport as a basis to change the lighting process and modify the materials appearance and opacity. Third, we focus on the problematic of using full volumetric data instead of the simplified case of surfaces. In this case, changing only the material properties has a limited impact, thus we study how light transport can be used to provide useful information for participating media. Last, we present our light transport model for participating media that aims at exploring part of interest of a volume
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Lipa, Matúš. "Interaktivní webové výukové aplikace z oblasti vektorové grafiky." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400884.

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This work deals with the creation of several interactive web applets for education of vector graphics. Described is the image signal, his discretization, vector and bitmap types of image record. Further they describe selected vector curves, their properties, algorithms for their construction and usage. The principles of rasterization of basic vector objects are explained. Using the Figma tool, graphical user interfaces for each applet are designed. These applets are implemented using HTML and Javascript. The implemented applets are placed on web pages that are used in computer graphics education.
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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 implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.
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Tolunay, John. "Parallel gaming related algorithms for an embedded media processor." Thesis, Linköpings universitet, Informationskodning, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-86154.

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A new type of computing architecture called ePUMA is under development by the ePUMA Research Team at the Department of Electrical Engineering at Linköping University in Linköping. This contains several single instruction multiple data (SIMD) cores, which are called SIMD Units, where up to 64 computations can be done in parallel. The goal with the architecture is to create a low-power chip with good performance for embedded applications. One possible application is video games. In this work we have studied a selected set of video game related algorithms, including a Pseudo-Random Number Generator, Clipping and Rasterization & Fragment Processing, analyzing how well they fit the ePUMA platform.
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Malina, Jakub. "Vytvoření interaktivních pomůcek z oblasti 2D počítačové grafiky." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2013. http://www.nusl.cz/ntk/nusl-219924.

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In this master’s thesis we focus on the basic properties of computer curves and their practical applicability. We explain how the curve can be understood in general, what are polynomial curves and their composing possibilities. Then we focus on the description of Bezier curves, especially the Bezier cubic. We discuss in more detail some of fundamental algorithms that are used for modelling these curves on computers and then we will show their practical interpretation. Then we explain non uniform rational B-spline curves and De Boor algorithm. In the end we discuss topic rasterization of segment, thick line, circle and ellipse. The aim of master’s thesis is the creation of the set of interactive applets, simulating some of the methods and algorithm we discussed in theoretical part. This applets will help facilitate understanding and will make the teaching more effective.
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"Rasterization techniques for Chinese outline fonts." Chinese University of Hong Kong, 1994. http://library.cuhk.edu.hk/record=b5887282.

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Kwong-ho Wu.
Thesis (M.Phil.)--Chinese University of Hong Kong, 1994.
Includes bibliographical references (leaves 72-75).
Chapter 1 --- Introduction --- p.1
Chapter 1.1 --- Outline Fonts --- p.2
Chapter 1.1.1 --- Advantages and Disadvantages --- p.4
Chapter 1.1.2 --- Representations --- p.4
Chapter 1.1.3 --- Rasterization --- p.5
Chapter 1.2 --- Introduction to This Thesis --- p.6
Chapter 1.2.2 --- Organization --- p.7
Chapter 1.2.1 --- Objectives --- p.7
Chapter 2 --- Chinese Characters Fonts --- p.8
Chapter 2.1 --- Large Character Set --- p.8
Chapter 2.2 --- Font Styles --- p.8
Chapter 2.3 --- Storage Problems --- p.9
Chapter 2.4 --- Hierarchical Structure --- p.10
Chapter 2.5 --- High Stroke Count --- p.11
Chapter 3 --- Rasterization --- p.13
Chapter 3.1 --- The Basic Rasterization --- p.13
Chapter 3.1.1 --- Scan Conversion --- p.14
Chapter 3.1.2 --- Filling Outline --- p.16
Chapter 3.2 --- Font Rasterization --- p.17
Chapter 3.2.1 --- Outline Scaling --- p.17
Chapter 3.2.2 --- Hintings --- p.17
Chapter 3.2.3 --- Basic Rasterization Approach for Chinese Fonts --- p.18
Chapter 3.3 --- Hintings --- p.20
Chapter 3.3.1 --- Phase Control --- p.20
Chapter 3.3.2 --- Auto-Hints --- p.21
Chapter 3.3.3 --- Storage of Hintings Information in TrueType Font and Postscript Font --- p.22
Chapter 4 --- An Improved Chinese Font Rasterizer --- p.24
Chapter 4.1 --- Floating Point Avoidance --- p.24
Chapter 4.2 --- Filling --- p.25
Chapter 4.2.1 --- Filling with Horizontal Scan Line --- p.25
Chapter 4.2.2 --- Filling with Vertical Scan Line --- p.27
Chapter 4.3 --- Hintings --- p.30
Chapter 4.3.1 --- Assumptions --- p.30
Chapter 4.3.2 --- Maintaining Regular Strokes Width --- p.30
Chapter 4.3.3 --- Maintaining Regular Spacing Among Strokes --- p.34
Chapter 4.3.4 --- Hintings of Single Stroke Contour --- p.42
Chapter 4.3.5 --- Storing the Hinting Information in Font File --- p.49
Chapter 4.4 --- A Rasterization Algorithm for Printing --- p.51
Chapter 4.4.1 --- A Simple Algorithm for Generating Smooth Characters --- p.52
Chapter 4.4.2 --- Algorithm --- p.54
Chapter 4.4.3 --- Results --- p.54
Chapter 5 --- Experiments --- p.56
Chapter 5.1 --- Apparatus --- p.56
Chapter 5.2 --- Experiments for Investigating Rasterization Speed --- p.56
Chapter 5.2.1 --- Investigation into the Effects of Features of Chinese Fonts on Rasterization Time --- p.56
Chapter 5.2.2 --- Improvement of Fast Rasterizer --- p.57
Chapter 5.2.3 --- Details of Experiments --- p.57
Chapter 5.3 --- Experiments for Rasterization Speed of Font File with Hints --- p.57
Chapter 6 --- Results and Conclusions --- p.58
Chapter 6.1 --- Observations --- p.58
Chapter 6.1.1 --- Relationship Between Time for Rasterization and Stroke Count --- p.58
Chapter 6.1.2 --- Effects of Style --- p.61
Chapter 6.1.3 --- Investigation into the Observed Relationship --- p.62
Chapter 6.2 --- Improvement of the Improved Rasterizer --- p.64
Chapter 6.3 --- Gain and Cost of Inserting Hints into Font File --- p.68
Chapter 6.3.1 --- Cost --- p.68
Chapter 6.3.2 --- Gain --- p.68
Chapter 6.4 --- Conclusions --- p.69
Chapter 6.5 --- Future Work --- p.69
Appendix
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16

Wu, Yi-Jeng, and 吳怡正. "Clip Space Sample Culling for Stochastic Rasterization." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/02164102420086016468.

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碩士
國立交通大學
多媒體工程研究所
101
To render realistic camera images, two effects are common : motion blur and defocus blur. We present a novel clip space culling test of stochastic rasterization of motion and defocus blur. This 2-stage test use the clip space information to reduce the samples needed to be coverage tested over camera lens domain (uv) and time domain (t). First we do a rough test to get a conservative range of the camera lens uv bound, and cull the samples outside this bound. Then the second test finds a similar triangular equation for each triangle vertex in xyuvt space. Based on this equation, we cull the rest of samples outside. We present a simple method for the real-time stochastic rasterizer, and achieve a good sample test efficiency with low computation cost.
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Chen, Han-wei, and 陳漢瑋. "A Memory-efficient 2D-graphics rasterization scheme." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/23187731082561890261.

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碩士
國立中山大學
資訊工程學系研究所
101
With the increasing demand of vector graphics applications, how to develop an efficient embedded rendering system becomes a hot issue in recent years. For embedded environment where the memory bandwidth is a very constrained resource, the optimization of buffer access is one of the most critical design issues. In order to achieve better memory access efficiency, this thesis first presents an efficient hierarchical scan-line buffer architecture for two-dimensional (2D) graphics rendering systems by extending a fast buffer-clear method used in three-dimensional (3D) graphics systems. The scan-line buffer is used to determine the interior regions of graphics objects. It will be accessed intensively and consume the major part of the overall memory bandwidth during the graphics rendering process. By using an additional level of auxiliary buffer to denote the status of blocks of scan-line buffer entries, the proposed method can not only be able to clear the scan-line buffer efficiently with much less cycles and data transfer amount, but it can also accelerate the winding count accumulation process significantly. Our experimental results show that the number of data accesses can be reduced by more than 65%, the best case can even be reduced to 76%. Since the size of the whole-frame scan-line buffer is not small, very often the buffer will be placed off-chip. Therefore, the thesis also considers the use of scan-line buffer cache to reduce the off-chip buffer accesses. By using only four cache blocks, the number of off-chip access cycles can be reduced by more than 50%. The other salient features of the proposed scan-line buffer design is that it can be integrated with the depth buffer used in 3D graphics in order to reduce the overall cost by sharing the same buffer circuits. In addition, the auxiliary buffer can be further expanded into more levels of hierarchy to achieve more saving of data accesses. In addition to the new scan-line buffer design, the paper also proposes an inverse-path-order-filling approach which can avoid the redundant access for those pixels encircled by more than one path. For some test objects, the saving of pixel update number can be up to 50%
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Kuo, Chi-Lie, and 郭啓烈. "Hybrid Rendering Architecture for Photon Mapping and Rasterization." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/r59rdn.

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碩士
國立交通大學
資訊科學與工程研究所
106
In this thesis, we propose the hybrid rendering architecture for photon mapping and rasterization. The hybrid rendering mask for our hybrid rendering will be created by the object material, shadow area detection, and triangle photon density information. Then, the rendering method either uses rasterization or use photon mapping in this area will be determined by this mask. The hybrid rendering can provide about 61% lower rendering time than photon mapping, and better image quality than rasterization in Cornell-box. Furthermore, we implement the hardware units for traversal and intersection (T&I), and use the hardware unit to accelerate the operations. The hardware unit is implemented in TSMC 90nm process. The speedup with hardware unit operated at 166 MHz is about 90 times of the time executed on the software in Microsoft Visual Studio 2013 with Intel® Core™ i5-4570 CPU.
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19

Wang, Hui-Shiun, and 王慧勳. "A Study on the Rasterization of Digital Contours." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/49918467933716734999.

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碩士
國立臺灣大學
地理學研究所
85
Grid DTM is the most popular structure in representing DTMs. Traditional topographic maps are informative and widely available thus make them an ideal source for creating grid DTMs. The data quality of resulted grid DTMs from contours is affected by factors including: interpolation method being used, quality of original contour map, and characteristics of terrain area. This paper investigates the effect of these factors by a series of tests using real terrain data. Two contour data sets are created from each of four 1/5000 topographic maps. These contours are interpolated using the four methods provided by ARC/INFO GRID modules: IDW, Kriging, Trend and Spline. The difference between these methods is significant. Result of tests shows that trend and spline are not suitable for interpolation terrain contours. The result of IDW and Kriging are close and better than that created from trend and spline methods. Accuracy of resulted DTMs decreases as resolution reduces, and the result is smothered. The maximum slope of the coverage with resolution of 40 meter is smaller than that of the coverage with a 10 meter resolution, and its standard deviation and mean are also smaller. The interval of contour is another factor influencing the accuracy of results. If more accurate results are needed, users should use contours with smaller interval. The characteristics of terrain is another critical factor. The accuracy of results will be higher for simple terrain area. Topogrid is another interpolation provided by ARC/INFO. In general, it performs better in area of complicated terrain.
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20

Si-YuHuang and 黃斯榆. "Scalable and Reconfigurable Rasterization Architecture for Scanline-based Rendering." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/88244385695203455945.

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21

Svensson, Marcus. "Occlusion Culling on the GPU : Inner Conservative Occluder Rasterization." Thesis, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12003.

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Context. Many occlusion culling algorithms have to cope with the task of balancing performance and accuracy. While it is desirable to accurately identify all occluded scene objects, settling with a rough estimate is often more beneficial for the overall performance. Algorithms that rely on a depth buffer can often gain a lot of performance by performing the occlusion culling at a lower resolution than the resolution of the screen. This calls for more advanced methods to render the depth buffer as the standard rasterizer will not guarantee inner coverage. Objectives. The goal of this thesis is to find a solution to generate a depth buffer where all rasterized pixels are fully covered by overlapping occluders. An algorithm is proposed that is based on previous work on inner conservative rasterization. The algorithm addresses some of the problems existing methods are suffering from, but also has some flaws of its own. Methods. The proposed algorithm is tested by comparing it to two methods that also produce conservative results. A GPU-based occlusion culling system is developed to conduct an experiment. The experiment is performed by measuring performance and culling efficiency in two different views of a scene. The scene is set up to represent an average setting in a game. Results. The results from the experiment show that the proposed algorithm outperforms its competitors in many cases. In the first scene view, the total frame time is 5% faster at a full screen resolution of 1366x768 pixels and 8% faster at a full screen resolution of 1920x1080 pixels. The depth buffer generated by the proposed algorithm is culling atleast as many occludees as its competitors and often surpasses them. In the second scene view, the total frame time is 2% faster at a full screen resolution of 1366x768 pixels and 3% faster at a full screen resolution of 1920x1080 pixels. The depth buffer generated by the proposed algorithm is often culling more occludees than its competitors, but is at lower resolutions less efficient, up to 3%. Conclusions. The conclusions show that the goal has been reached. The proposed algorithm lacks flexibility, but provides good performance and accuracy. Future work to improve the proposed algorithm is outlined.
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22

Zeng, Cheng-Yuan, and 曾誠源. "An Efficient Hybrid Rendering Algorithm for Photon-Mapping and Rasterization." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/a886kn.

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碩士
國立交通大學
資訊科學與工程研究所
106
In this thesis, we will propose the hybrid rendering with photon mapping and rasterization. Using the stencil test supported by OpenGL to detect the shadow, mirror, and glass area in the scene. We also propose the tile-based photon density test (TiPDT) to find the caustic area in advanced. Then, the shadow, mirror, glass, and caustic area will be drawn by photon mapping, the other materials like diffuse will be rendered by rasterization. Compared with hybrid ray tracing and rasterization rendering, our proposed hybrid rendering method can draw all caustic areas in the scene, to get the more complete global illumination effects. Our simulation is executed by Visual Studio 2015 with Core™ i7-6700 CPU. The saving time can be achieved up to 65% than photon mapping for Cornell-box scene 2. Compared with rasterization rendering also retains the global illumination effects like caustic, soft shadow. As a result, our proposed hybrid rendering algorithm not only reduces the rendering time, but also gets the more complete global illumination effects.
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23

Chen, Hong-Wei, and 陳浤偉. "Pre-rasterization blocked-Z test and its impact on system design." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/98299233143509447058.

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碩士
國立交通大學
資訊科學與工程研究所
97
We propose a blocked-Z test to effectively eliminate unnecessary data traffic between triangle setup and rasterization. This method works seamlessly with the existing rendering pipeline, with or without those existing fragment-based hierarchical Z/early Z/Z tests. And it performs much better than primitive-based Z test, in terms of data structuring and coverage. In this method, primitives are blocked into proper sizes and blocked-Z tested to filter out the most of hidden blocks, easing the storage and workloads of subsequent rendering tasks. Advantage of this method comes from two features: the blocked test, in which only one test may be sufficient to filter out a group (of the block size) of fragments; and the place of the test saving even unnecessary rasterization. Block sizes are determined statically without hardware nor runtime overhead, and an additional blocked-Z buffer, of the size of [Z buffer/(# fragments in block)], plus blocking and Z-test circuitry, are required. This design lengthens the rendering pipeline, but will not affect the throughput; in fact, it may even increase throughput, since a common wisdom is that the fragment-based pipeline stages are graphics rendering bottlenecks, and our proposal effectively relieves these bottlenecks. Experimental results using Doom3 and Quake4 with various screen sizes show that the rasterization and Z test workloads can be saved by 70%.
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24

Chuang, Chin Chieh, and 莊沁傑. "Image Quality and Performance Comparison between GPU Ray Tracing and Rasterization." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/84373853428142458731.

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碩士
國立臺灣師範大學
資訊教育學系
102
With faster graphics processors and GPGPU languages, we have the ability to compute more complex data. However, we found few people want to simulate ray tracing on the graphics processor which can render high quality pictures. The developers think the cost of generating one frame is expensive by tracing rays. Besides, they are not willing to learn new GPGPU languages such as OpenCL and CUDA, because of the lack of powerful and convenient engines. In order to achieve that purpose, we offer two methods: One Pass Rendering Algorithm and Hybrid Rendering Algorithm to implement ray tracing on Shader and also implement the Phong lighting effect and the environment reflection effect. We compare the image quality and performance between rasterization and our Shader based ray tracing by different kinds of scenes and we also quantify the results of this comparison. We show the difference between GPU ray tracing and rasterization and we explain the pros and cons of them. The performance of rasterization is better than ray tracing, but we do not need to be worry about it. Because we do not get the larger performance gaps between GPU ray tracing and rasterization by increasing effects. On the contrary, we can gain higher image quality by using ray tracing technology. According to this experiment, we successfully prove the possibility of ray tracing simulation technology on GPU.
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25

Liang, Bor-Sung, and 梁伯嵩. "The Hardware Design for Rasterization with Antialiasing in 3-D Graphics Processor." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/26917457636341695610.

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碩士
國立交通大學
電子研究所
84
3-D Computer graphics has played an important role in multimedia and virtual reality systems. Up to the beginning ofthe 1990s, applications of 3-D graphics emerge rapidly from technical areas to non-technical areas. Therefore the goal of state-of-the-art 3-D graphics hardware design not only focus on high performance and quality, but also low cost and system integration. In this thesis, a 3-D graphics processor is proposed to improvethe rendering performance, and the hardware of rasterizationunit with antialiasing capacity is designed. By making use ofthe parallelism in pixel data, the system block of 3-D graphics processor is analyzed to reduce the redundant internal bus routing and registers. The DDA (Digital Differential Analyzer) operation and antialiasing are both the time critical units in the hardware design for rasterization. To improve the time critical condition, we develop two architecture designs: The first is self carry routing adder (SCRA) for DDA operations. The DDA operations suffer the low hardware utilization caused by the various lengths of add operations. By segmentation, rearrangement and dynamic carry routing, The SCRA design can reduce the delay time (10.51ns in 0.03pf load) and raise the hardware utilization (92.93%). The second is the sub- scanline antialiasing algorithm for real-time antialiasing. The delay time is reduced (7.6ns in 0.03pf load) and only moderate area is necessary. All design for this 3-D graphics processor is based on the 0.5 um CMOS cell library of Philips.
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26

Cho, Hsiao-Shuang, and 卓曉霜. "Texture-Compression and -Cache Driven Schemes for an Energy-Efficient Rasterization Engine." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/54731940288765924804.

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碩士
國立交通大學
資訊科學與工程研究所
100
In this thesis, an energy-efficient rasterization engine with cluster-based texture compression and multilevel heterogeneous texture cache schemes is presented to mitigate the bandwidth problem. The compression scheme is built on the S3TC and k-means clustering algorithms, and reduces five-sixth of data with acceptable compression quality. It outperforms standard S3TC in terms of PSNR with approximately 1.0 dB. Further, for hardware design consideration, the decompression is multiplier-free. The multilevel cache takes the texture compression into account, which not only allows small cache size but also decreases the frequency of fetching data from external memory. It has 128 bytes level-1 cache and 2KB level-2 cache, and the hit rate can achieve above 95% with lower image resolution. As a result, these two techniques effectively reduce the processing time of rasterization system to alleviate the memory bandwidth problem and enhance 75% energy efficiency. The proposed rasterization engine architecture is implemented in TSMC 90nm CMOS process and the energy efficiency achieves 3.47 Mpixels/mJ at 166 MHz.
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27

Carvalho, Rúben André Campos de. "Combining the Ray Marching and Rasterization rendering models to provide real-time high-fidelity graphics." Dissertação, 2020. https://hdl.handle.net/10216/128348.

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28

Carvalho, Rúben André Campos de. "Combining the Ray Marching and Rasterization rendering models to provide real-time high-fidelity graphics." Master's thesis, 2020. https://hdl.handle.net/10216/128348.

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29

Liou, Jhe-Yu, and 劉哲宇. "Design, Analysis, and Implementation of a Rasterization Engine based on Tile-Based Rendering Architecture in 3D Graphics." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/69577498780347057023.

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碩士
國立成功大學
電腦與通信工程研究所
97
3D graphic rendering system for desktop has been developed for a long time and has the capability to show amazing 3D effect. However, this system is hard to be integrated with mobile electronic products because of its large-area requirement, high temperature, and high-power consumption. Due to the rapid development of embedded system and hardware technology, and increasing demand of 3D graphic applications for consumer electronic, how to design a low-cost 3D graphic accelerator has become an important issue. A typical 3D graphic accelerator can be divided into a geometry engine and a rasterization engine by the different processing stages. In this thesis, a highly efficient rasterization engine based on tile-based architecture is proposed. This engine has incorporated the following architecture techniques: tile-boundary skip traversal, barycentric coordinate, multi Z test, and 6D block texture cache. With these features, we reduce the area cost and improve the performance of the rasterization engine we design. The rasterization engine when synthesized with TSMC 0.18um technology can run up to 200MHz. We also verify the entire 3D graphic accelerator net-list with OpenGL ES application in Linux OS under a full system simulation platform constructed with CoWare and QEMU.
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30

Inglis, Tiffany C. "Pixelating Vector Art." Thesis, 2014. http://hdl.handle.net/10012/8136.

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Pixel art is a popular style of digital art often found in video games. It is typically characterized by its low resolution and use of limited colour palettes. Pixel art is created manually with little automation because it requires attention to pixel-level details. Working with individual pixels is a challenging and abstract task, whereas manipulating higher-level objects in vector graphics is much more intuitive. However, it is difficult to bridge this gap because although many rasterization algorithms exist, they are not well-suited for the particular needs of pixel artists, particularly at low resolutions. In this thesis, we introduce a class of rasterization algorithms called pixelation that is tailored to pixel art needs. We describe how our algorithm suppresses artifacts when pixelating vector paths and preserves shape-level features when pixelating geometric primitives. We also developed methods inspired by pixel art for drawing lines and angles more effectively at low resolutions. We compared our results to rasterization algorithms, rasterizers used in commercial software, and human subjects---both amateurs and pixel artists. Through formal analyses of our user study studies and a close collaboration with professional pixel artists, we showed that, in general, our pixelation algorithms produce more visually appealing results than na\"{i}ve rasterization algorithms do.
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31

Hsu, Rei Ting, and 徐叡霆. "An Experimental Study with ESL and HLS of Hardware Accelerators for 3D Graphics Rasterization on a Many-Core System." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/k679qs.

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碩士
國立清華大學
電機工程學系
105
ESL platforms have been built to overcome the design challenges posed by RTL including complex design entries and long verification process, especially for large many-core architectures. However, accuracy of ESL simulation may limit the application of raising to a higher abstraction level. In this thesis, we demonstrate that it's possible to create a fast and accurate ESL platform. First, we start from a parallel software for 3D graphics rasterization on a 44-mesh architecture (with an RTL definition). By profiling the software on an ESL platform based on instruction-level accuracy (hence no timing), we partition the part with a high-instruction count and implement it with a high-level synthesis flow. After verifying the HLS hardware on RTL, we try to augment the ESL platform for all components with correct timings (end-to-end software cycle errors are less than 5\% as compared with RTL). Finally, we are able to run a fast simulation (up to 10x10 mesh with hardware accelerators) to show the overall performance for different configuration of hardware on the ESL platform.
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