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Dissertations / Theses on the topic 'Rendering (Computer graphics)'

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1

Ewins, Jon Peter. "Algorithm design and 3D computer graphics rendering." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310664.

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3D Computer graphics is becoming an almost ubiquitous part of the world in which we live. being present in art. entertainment. advertising. CAD. training and education. scientific visualisation and with the growth of the internet. in e-commerce and communication. This thesis encompasses two areas of study: The design of algorithms for high quality. real-time 3D computer graphics rendering hardware and the methodology and means for achieving this. When investigating new algorithms and their implementation in hardware. it is important to have a thorough understanding of their operation. both ind
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Lim, Hong Lip. "Rendering techniques in three-dimensional computer graphics." Phd thesis, Faculty of Engineering, 1993. http://hdl.handle.net/2123/5674.

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3

練偉森 and Wai-sum Lin. "Adaptive parallel rendering." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31221415.

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4

Lin, Wai-sum. "Adaptive parallel rendering /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20868236.

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5

Bugeja, Keith. "High-fidelity graphics using unconventional distributed rendering approaches." Thesis, University of Warwick, 2015. http://wrap.warwick.ac.uk/73301/.

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High-fidelity rendering requires a substantial amount of computational resources to accurately simulate lighting in virtual environments. While desktop computing, with the aid of modern graphics hardware, has shown promise in delivering realistic rendering at interactive rates, real-time rendering of moderately complex scenes is still unachievable on the majority of desktop machines and the vast plethora of mobile computing devices that have recently become commonplace. This work provides a wide range of computing devices with high-fidelity rendering capabilities via oft-unused distributed com
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6

Mak, Wai Ho. "Occlusion-resolving direct volume rendering /." View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?CSED%202009%20MAK.

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7

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

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8

Whitman, Scott Randy. "Utilizing scalable shared memory multiprocessors for computer graphics rendering /." The Ohio State University, 1991. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487687959965135.

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9

Hu, Liang. "Efficient, parallel level-of-detail rendering of meshes /." View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?CSED%202009%20HU.

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10

Jean, Yves Darly. "Accelerated volume rendering via spatial/spectral analysis." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/12891.

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11

Fox, Timothy Stephen. "A three dimensional object rendering system." Virtual Press, 1991. http://liblink.bsu.edu/uhtbin/catkey/834152.

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This Creative Project has investigated current methods being used to produce computer animation. This investigation has resulted in the creation of a computer rendering program capable of generating animation. In order for the program to be able to execute though, a model of the object to be viewed must first be specified. This is done by assembling together a series of graphic primitives that when viewed collectively, form the desired model. Next, the rendering software is told where to point an imaginary camera in space. This camera is used to focus the image found in the viewfinder onto the
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12

Camahort, Gurrea Emilio. "4D light-field modeling and rendering /." Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3023550.

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13

Silson, Shaun. "Interactive simulation and rendering of fluids on graphics hardware." Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20970.

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Computational uid dynamics can be used to reproduce the complex motion of fluids for use in computer graphics, but the simulation and rendering are both highly computationally intensive. In the past performing these tasks on the CPU could take many minutes per frame, especially for large scale scenes at high levels of detail, which limited their usage to offline applications such as in film and media. However, using the massive parallelism of GPUs, it is nowadays possible to produce uid visual effects in real time for interactive applications such as games. We present such an interactive simul
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14

Chan, Bin. "A novel shape representation on GPU for real-time rendering /." View the Table of Contents & Abstract, 2006. http://sunzi.lib.hku.hk/hkuto/record/B35134252.

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15

Chan, Bin, and 陳斌. "A novel shape representation on GPU for real-time rendering." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2006. http://hub.hku.hk/bib/B45015375.

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16

Chen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.

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A seamless blending of the real and virtual worlds is key to increased immersion and improved user experiences for augmented reality (AR). Photorealistic and non-photorealistic rendering (NPR) are two ways to achieve this goal. Non-photorealistic rendering creates an abstract and stylized version of both the real and virtual world, making them indistinguishable. This could be particularly useful in some applications (e.g., AR/VR aided machine repair, or for virtual medical surgery) or for certain AR games with artistic stylization. Achieving temporal coherence is a key challenge for all NPR a
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17

Croll, Brian M. "Rendermatic : an implementation of the three dimensional computer graphics rendering pipeline." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/72733.

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18

Mekritthikrai, Kanit. "High Resolution Planet Rendering." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69214.

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Planet rendering plays an important role in universe visualization and geographic visualization. The recent tools and methods allow better data acquisition, usually with very high resolution. However in computer graphics, there is always the limitation on the resolution of geometry and texture due to numerical imprecision. Not many applications can handle high resolution data effectively. This thesis introduces, Implicit Surface Scene, a level of detail scene management inspired by dynamic coordinate system and SCALEGRAPH™ which change over time depending on the current camera position relativ
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19

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

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20

Wu, Yingcai. "Interactive editing and automatic evaluation of direct volume rendered images /." View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?CSED%202009%20WU.

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21

Brandstetter, William E. "Multi-resolution deformation in out-of-core terrain rendering." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447609.

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22

Poon, Chun-ho. "Efficient occlusion culling and non-refractive transparency rendering for interactive computer visualization /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B22925880.

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23

Pietrok, Jack. "Real-Time Stylized Rendering for Large-Scale 3D Scenes." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2331.

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While modern digital entertainment has seen a major shift toward photorealism in animation, there is still significant demand for stylized rendering tools. Stylized, or non-photorealistic rendering (NPR), applications generally sacrifice physical accuracy for artistic or functional visual output. Oftentimes, NPR applications focus on extracting specific features from a 3D environment and highlighting them in a unique manner. One application of interest involves recreating 2D hand-drawn art styles in a 3D-modeled environment. This task poses challenges in the form of spatial coherence, feature
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Kuang, Zheng-zheng, and 鄺錚峥. "Modeling and interactive rendering of urban environments." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/208039.

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Modeling and interactive rendering of urban environments are difficult as it is telling the story of simulating our real and complex world. Urban environment contains various buildings with different kinds of materials and different shapes, modeling such objects with conventional triangle mesh are not reasonable. It's not difficult to create the models, but to store and transmit the enormous data caused by the mesh models. Such amount of data is also very difficult to be put into computer memory for realtime rendering. Besides, roads and trees are also important parts of an urban environment.
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Persson, Niklas. "Resolution Independent Path Rendering of Dynamic Geometry." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451968.

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Vector graphics rendering is the subject of a large number of research papers. However, many of them lack results regarding animated vector graphics despite its importance in many fields. In this thesis the resolution independent rendering of animated graphics is studied. A testing platform is implemented to evaluate selected rendering backends based on state-of-the-art rendering algorithms and widely used vector graphics libraries. The selected rendering algorithms were selected because they were lacking results for animated graphics. The objectives of the work are achieved through the analys
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Rautenbach, Pierre. "An empirically derived system for high-speed shadow rendering." Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-06262009-141417/.

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Rodríguez, Rodríguez Juan Tomás, and Sebastian Hönel. "Developing pedagogical software describing processes in Computer Graphics." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21567.

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Poon, Chun-ho, and 潘仲豪. "Efficient occlusion culling and non-refractive transparency rendering for interactive computer visualization." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B2974328X.

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Pinnamaneni, Pujita. "Wavelet-based volume rendering." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04032003-160411.

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30

Cao, Li, and 曹力. "Interactive network rendering based on textured depth map re-projection." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B48199448.

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Network Rendering is an important problem in computer graphics and visualization applications. Reduction of the data needed for transmission over the network can greatly improve the performance. Many methods, such as mesh simplification, image tiling, level of detail and user action prediction, have been developed to solve this problem.. In this thesis, a new approach tackling the problem has been explored. A textured depth map (called Terrain Instance Map, TIM) based on re-projection method is introduced to render highly detailed terrain models. TIMs are created by a rendering server
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31

Chaudhary, Gautam. "RZSweep a new volume-rendering technique for uniform rectilinear datasets /." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04012003-141739.

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32

Maisch, Sebastian [Verfasser]. "Improving interactive rendering of volumetric effects in computer graphics and visualization / Sebastian Maisch." Ulm : Universität Ulm, 2021. http://d-nb.info/1235527859/34.

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33

Ramswamy, Lakshmy. "PARZSweep a novel parallel algorithm for volume rendering of regular datasets /." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04012003-140443.

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34

Montgomery, David Eric. "An interactive PHIGS+ model rendering system applied to postprocessing of spatial mechanisms." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-03242009-040504/.

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35

Chhabra, Vikram. "Reconstructing specular objects with image based rendering using color caching." Link to electronic thesis, 2001. http://www.wpi.edu/Pubs/ETD/Available/etd-0427101-111305.

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Thesis (M.S.)--Worcester Polytechnic Institute.<br>Keywords: scene reconstruction vision, image based rendering, graphics, color consistency, specular objects. Includes bibliographical references (p. 56-57).
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Ryan, Timothy Lee. "Device independent perspective volume rendering using octrees." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-09122009-040251/.

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37

Jaroszkiewicz, Rafal. "Fast Extraction of BRDFs and Material Maps from Images." Thesis, University of Waterloo, 2003. http://hdl.handle.net/10012/1169.

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The bidirectional reflectance distribution function has a four dimensional parameter space and such high dimensionality makes it impractical to use it directly in hardware rendering. When a BRDF has no analytical representation, common solutions to overcome this problem include expressing it as a sum of basis functions or factorizing it into several functions of smaller dimensions. This thesis describes factorization extensions that significantly improve factor computation speed and eliminate drawbacks of previous techniques that overemphasize low sample values. The improved algorith
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38

Dunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.

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Open-world video games give players a large environment to explore along with increased freedom to navigate and manipulate that environment. These requirements pose several problems that must be addressed by a game's graphics engine. Often there are a large number of visible objects, such as all of the trees in a forest, as well as objects comprised of large amounts of geometry, such as terrain. An open-world graphics engine must be able to render large environments at varying levels of detail and smoothly transition between detail levels to provide a believable experience. Often this involves
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39

Greenwood, Shannon Thomas. "The incorporation of bubbles into a computer graphics fluid simulation." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/2267.

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We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particle
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40

Rahm, Marcus. "Forward plus rendering performance using the GPU vs CPU multi-threading. : A comparative study of culling process in Forward plus." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14894.

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Context. The rendering techniques in games have the goal of shading the scene with as high of a quality as possible while being as efficient as possible. With more advanced tools being developed such as a compute shader. It has allowed for more efficient speed up of the shading process. One rendering technique that makes use of this, is Forward plus rendering. Forward plus rendering make use of a compute shader to perform a culling pass of all the lights. However, not all computers can make use of compute shaders. Objectives. The aims of this thesis are to investigate the performance of using
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Andersson, Tholin Alexander. "Evaluating remote and local web rendering of real-time interactive 2D graphics using Blazor." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-48923.

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With the growing popularity of the web, companies are starting to extend current development to reflect this. When extending desktop applications to the web, it can be difficult to choose what techniques and technologies to use when solving a problem, as current solutions might not be directly applicable. Rendering high-performance interactive 2D graphics on the web can be achieved in multiple ways. The rise in open standards such as the Canvas API allows the client to render natively in the browser, provided they can receive the full object state. There are some cases where this is simply not
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42

Risser, Eric. "Grass Mapping: Realistic Real Time Grass Rendering." Honors in the Major Thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/796.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf<br>Bachelors<br>Engineering and Computer Science<br>Computer Science
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43

Cook, Adrian Roger. "Neural network evaluation of the effectiveness of rendering algorithms for real-time 3D computer graphics." Thesis, Nottingham Trent University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.302404.

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44

Yeung, Sai Kit. "Modeling and rendering the invisibles and the impossibles from single images : a human-computer interaction approach /." View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?ECED%202009%20YEUNG.

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45

Romero, Michael. "Volume ray casting techniques and applications using general purpose computations on graphics processing units /." Online version of thesis, 2009. http://hdl.handle.net/1850/10760.

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Thesis (M.S.)--Rochester Institute of Technology, 2009.<br>Typescript. Accompanying CD-R contains the source code and related files for compilation and execution of the volume renderer developed in the thesis. Includes bibliographical references (leaves 110-112).
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46

Yalim, Hacer. "Acceleration Of Direct Volume Rendering With Texture Slabs On Programmable Graphics Hardware." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606195/index.pdf.

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This thesis proposes an efficient method to accelerate ray based volume rendering with texture slabs using programmable graphics hardware. In this method, empty space skipping and early ray termination are utilized without performing any preprocessing on CPU side. The acceleration structure is created on the fly by making use of depth buffer efficiently on Graphics Processing Unit (GPU) side. In the proposed method, texture slices are grouped together to form a texture slab. Rendering all the slabs from front to back viewing order in multiple rendering passes generates the resulting volume ima
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47

Perez, Soler Enrique. "Volume Rendering Simulation in Real-Time." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279701.

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Computer graphics is a branch of Computer Science that specializes in the virtual representation of real-life objects in a computer screen. While the past advancements in this field were commonly related to entertaining media industries such as video games and movies, these have found a use in others. For instance, they have provided a visual aid in medical exploration for healthcare and training simulation for military and defense.Ever since their first applications for data visualization, there has been a growth in the development of new technologies, methods and techniques to improve it. To
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48

Shade, Jonathan Ward. "View-dependent image-based techniques for fast rendering of complex environments /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/6861.

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Es, S. Alphan. "Accelerated Ray Tracing Using Programmable Graphics Pipelines." Phd thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609307/index.pdf.

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The graphics hardware have evolved from simple feed forward triangle rasterization devices to flexible, programmable, and powerful parallel processors. This evolution allows the researchers to use graphics processing units (GPU) for both general purpose computations and advanced graphics rendering. Sophisticated GPUs hold great opportunities for the acceleration of computationally expensive photorealistic rendering methods. Rendering of photorealistic images in real-time is a challenge. In this work, we investigate efficient ways to utilize GPUs for real-time photorealistic rendering. Specific
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50

Carloni, Ilaria. "Modellazione e rendering di un'abitazione tramite Blender." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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La tesi progettuale si basa sulla simulazione virtuale di un'abitazione realizzata tramite il software di grafica Blender. Si introduce la Computer Graphics, mostrando come muoversi in Blender; successivamente si mostrano la struttura dell'abitazione e la modellizzazione dei vari mobili, fino ad arrivare a descrivere l'animazione ed il rendering attuati nel progetto, questi ultimi verranno mostrati tramite video.
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