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1

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, i 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 have furthereddiscussed both advantages and disadvantages in other scenarios.
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Persson, Martin, i 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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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 described, but a general description of how sound is used in games is given. A theory for the basics of how artificial intelligence can be used in the engine is presented. The system for the architecture of the levels is described as is its connection to the graphics engine. The last section of the report is an evaluation and suggestions for what to do in the future. A user manual for the level editor is included as an appendix.

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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 billboards.
Denna rapport jämför prestandan mellan fyra olika tekniker för konstruktion av geometri till bildskyltar där syftet är att bestämma vilken av dessa fyra som är den snabbaste. Samtliga av renderingsteknikerna är implementerade i C++ med DirectX 11 och jämförda med varandra. Resultaten indikerar att samtliga av renderingsteknikerna har olika konstanta tidskostnader och olika nivåer av skalbarhet. Slutsatsen är att den grupperade tekniken är den snabbaste när det renderas mindre än tio tusen bildskyltar medan den tessellerade tekniken är den snabbaste när det renderas mer än tio tusen bildskyltar.
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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.
kristoffer.swe@gmail.com
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Säll, Martin, i 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 using two platforms and five scenarios where the generation time for the kd-tree was measured in milliseconds. The results where compared to a sequential implementation running on the CPU. Results. In the end the kd-tree generation algorithm implemented did not run within our definition of real-time. Comparing the generation times from the implementations shows that there is a speedup for the GPU implementation compared to our CPU implementation, it also shows linear scaling for the generation time as the number of triangles in the scene increase. Conclusions. Noticeable limitations encountered during the experiment was that the handling of dynamic structures and sorting of arrays are limited which forced us to use less memory efficient solutions.
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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 elementarių ir sudėtinių figūrų judesius, bei taikant skirtingą figūrų gilumą. Atlikus eksperimentinius tyrimus Windows aplinkoje buvo nustatyta, kad DirectX technologijos trimačių vaizdų vizualizavimo sparta yra didesnė. Ši savybė trimačių vaizdų vizualizavime kompiuteryje yra svarbiausia ir ypač aktuali kompiuterinių žaidimų kūrime. Greičiausiai DirectX technologija atvaizduoja trimačius vaizdus programuojant juos C# kalba. Be to, ekperimetinių tyrimų metu buvo nustatyta, kad DirectX technologija geriau išnaudoja CPU ir GPU resursus. Taipogi darbe buvo sukurta taikomoji programa – trimatis biliardo žaidimas, panaudojant efektyviausią trimačių vaizdų apdorojimo technologiją DirectX ir programavimo kalbą C#.
Three-dimensional rendering technologies DirectX and OpenGL were reviewed in this work. The comprehensive survey, review of advantages and disadvantages, and comparative analysis of these technologies was done. The most popular modern programmming languages with three-dimensional programming features were reviewed in this work. The software for testing the speed of the DirectX and OpenGL technologies was developed. A lot of experiments were done in order to determinante speed of these technologies. The experiments included vizualization of basic and complex shapes movements, and different depth of the shapes. The experimental investigations were performed in OS Windows and it was determined that the speed of DirectX technology is higher. This fact is the most important in three-dimensional rendering, especially in computer games development. DirectX technology is the fastest while programming in C#. Be to, ekperimetinių tyrimu metu buvo nustatyta, kad DirectX technologija geriau išnaudoja CPU išteklius. The application – three-dimensional biliard game was developed in this work also. DirectX technology was used and It was programmed in C#.
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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 in order to find out which method has better performance when using DirectX 12; single-threading, or multithreading. For performance measurements, the average CPU and GPU utilizations are gathered, as well as the average FPS and the speed of which it takes to perform the Render function. When all results have been collected, the comparison between the methods are assessed. Methods. In this research, the main method which is being used is experiments. To find out the performance differences between the two methods, they must undergo different trials while data is gathered. There are four experiments for the single-threaded and multithreaded application, respectively. Each test varies in the number of lights and objects that are rendered in the simulation environment, gradually escalading from 50; then 100; 1000; and lastly, 5000. Results. A similar pattern was discovered throughout the experiments, with all of the four tests, where the multithreaded application used considerably more of the CPU than the single-threaded version. And despite there being less simultaneous work done by the GPU in the one-threaded program, it appeared to be using more GPU utilization than multithreading. Furthermore, the system with many threads tended to perform the Render function faster than its counterpart, regardless of which test was executed. Nevertheless, both applications never differed in FPS. Conclusion. Half of the hypotheses stated in this article were contradicted after some unexpected tun of events. It was believed that the multithreaded system would utilize less of the CPU and more of the GPU. Instead, the outcome contradicted the hypotheses, thus, opposing them. Another theory believed that the system with multiple threads would execute the Render function faster than the other version, a hypothesis that was strongly supported by the results. In addition to that, more objects and lights inserted into the scene did increased the applications’ utilization in both the CPU and GPU, which also supported another hypothesis. In conclusion, the multithreaded program performs faster but still has no gain in FPS compared to single-threading. The multithreaded version also utilizes more CPU and less GPU
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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 using both of the APIs while measuring their performance was developed. The focus was aimed at testing API interaction and comparing Direct3D 11 against Direct3D 12. Results. Statistics gained from the benchmark suggest that in this experiment Direct3D 11 offered the best rendering performance in the majority of the cases tested, although Direct3D 12 had specific scenarios where it performed better. Conclusions. As a conclusion the benchmark gave contradicting results when compared to other studies. This could be dependent on the implementation, software or hardware used. In the tests Direct3D 12 was closer to its Direct3D 11 counterpart when more cores were used. A platform with more processing cores available to execute in parallel could reveal if Direct3D 12 could offer better performance in that experimental setting. In this study Direct3D 12 was implemented as to imitate Direct3D 11. If the implementation was further aligned with Direct3D 12 recommendations other results might be observed. Further study could be conducted to give a better evaluation of rendering performance.
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Blidkvist, Jesper, i 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 calculations from a 3D application to two separate textures.Sample said textures in DirectX and use the information to accurately light and position the additional dynamic material for blending with the pre-rendered media. Method: The thesis uses an implementation method in which quantita- tive data is gathered by comparing the resulting composited images using two common image comparison methods, the Structured Similarity Index (SSIM) and Peak Signal to Noise Ratio (PSNR), against a Gold Standard render. Results: The results of this implementation indicates that both the per- ceived and measured similarity is close enough to prove the validity of this method. Conclusions. This thesis shows the possibility and practical use of DirectX as tool capable of the most fundamental compositing operations. In its current state, the implementation is limited in terms of flexibility and func- tionality when compared to other proprietary compositing software packages and some visual artefacts and quality issues are present. There are however no indications that these issues could not be solved with additional work.
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Persson, Gustav, i 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 is ray tracing which can render an extremely photo realistic image but to the cost of unbearable low performance if you would use it in a realtime application. The reason raytracing is so slow is the massive amount of calculations that needs to be made. In DirectX 11 a few new shaders where announced and one of them were the compute shader, the compute shader allows you to calculate data on the graphics card which is not bound to the pipeline. The compute shader allows you to use the hundreds of cores that the graphic card has and is therefore well suited for a raytracing algorithm. One application is used to see if the hypothesis is correct. A flag is used to define if the application runs on the CPU and the GPU. The same algorithm is used in both versions. Three test where done on each processing unit to confirm the hypothesis. Three more tests where done on the GPU to see how the performance scaled on the GPU depending on the number of rendered objects. The tests proved throughout that the compute shader performs considerably better than the CPU when running our ray tracing algorithm.
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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 engine could draw, while keeping the frame rate locked at 60 frames per second. 2 testers at Nordicstation came to the conclusion that 40-50 meters was the optimal distance for impostor rendering. Any closer and the flatness was noticeable. The results showed a clear improvement in frame rate when rendering a graphically intensive scene. The end result showed that the goal could be achieved at a maximum of 3000 trees with 1000 leaves. Impostor rendering was deemed effective when drawing beyond 500 trees at a time. Less than that and the technique was not needed to achieve 60 frames per second.
Denna rapport undersöker renderingstekniken impostors när den används i en simpel 3D motor tillsammans med virtuella verklighetshjälmen Oculus Rift. Impostors betyder på engelska bedragare och tekniken går ut på att den byter ut avancerade 3D modeller mot simpla 2D versioner när de är ett visst avstånd ifrån användarens virtuella kamera. Om den är korrekt implementerad ska användaren inte märka att vissa modeller är platta och tekniken sparar på resurser då grafikmotorn inte behöver rita ut alla modeller. Rapporten går igenom vad som undersöktes i förundersökningen för att kunna utveckla en prototyp med utvecklingspråket C++ och DirectX 11. I rapporten står även hur prototypen utvecklades och hur stöd för Oculus Rift lades till. De slutliga resultaten visade att impostors hade en stor påverkan på uppdateringshastigheten när antalet 3D modeller som skulle ritas var många, annars hade tekniken ingen påverkan för att nå 60 bilder per sekund. 2 testare från Nordicstation kom fram till att ett avstånd på 40-50 meter från spelarens kamera till utritning av impostors var lämplig, för att dölja att de endast är platta versioner av 3d modeller. Testet visade att motorn kunde rita ut 3000 träd, med 1000 löv på varje, och hålla 60 bilder per sekund, vilket var målet. Detta på ett avstånd av 40m på impostors. Impostorrendering var effektiv när man ritade ut fler än 500 träd åt gången. Mindre antal gav ingen märkbar effekt på testdatorn som användes för testet.
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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 which is thanks to the constant progress of the graphics hardware, which would have been an impossibility just a couple of years ago. Ray tracing has been used for years in the movie industry for creation of stunning special effects and whole movies completely made in 3D. This technique for giving realistic imagery has always been for usage exclusively for non-interactive entertainment, since this way of rendering an image is extremely expensive when it comes to computations. To generate one single image with Ray Tracing you might need several hundred millions of calculations, which so far haven’t been proven to work in real-time situations, such as for games. However, due to the continuous increase of processing power in Graphical Processing Units, GPUs, the limits of what can, and cannot, be done in real-time is constantly shifting further and further into the realm of possibility. So this thesis focuses upon finding out just how close we are to getting ray tracing into the realm of real-time games. Two tests were performed to find out the potential a current (2009) high-end computer system has when it comes to handling a raster - ray tracing hybrid implementation. The first test is to see how well a modern GPU handles rendering of a very simple scene with phong shading and ray traced shadows without any optimizations. And the second test is with the same scenario, but this time done with a basic optimization; this last test is to illustrate the impact that possible optimizations have on ray tracers. These tests were later compared to Intel’s results with ray tracing Enemy Territory: Quake Wars.
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Löwgren, Martin, i 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 load several versions of each model containing varying amounts of detail. However this solution has the drawback that it increases our memory footprints as more models are loaded into the memory. Tessellation offers a more dynamic solution to the problem as it only requires us to load a low-resolution model and higher resolution versions can be generated during run-time on the GPU. With the introduction of DirectX 11 tessellation is now supported in the hardware, however we are still a few years away from seeing DirectX 11 being used as the core of any 3D rendering engine. In a transitional period like this between hardware generations game developers has to tackle the dilemma that the current hardware generation has to be supported when creating games that will also utilize the next generation. This thesis focuses on comparing the performance of a tessellation scheme supported by the current hardware generation, DirectX 10, as opposed to a scheme developed for the next generation, DirectX 11. Two prototypes, one using the Geometry shader that was introduced in DirectX 10 and the other using the fixed function tessellator introduced in DirectX 11, were built to compare the performance of tessellated model rendering. Several different variants of each prototype were tested and the general conclusion is that the tessellator performed better than the Geometry shader.
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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, which marks the runways and taxiways on the airfield.
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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 it takes 5 images of the current scene the camera is looking at in the game or rendering application and interlace them together to produce 1 image to be displayed on screen. Combining this with the monitor technique gives the visual effect. The 5 different camera angles that are produced can be a strain on the performance, meaning that the rendering API in this case Direct3D 9.0c has to render everything 5 times each frame. This can slow down the frame rate of the game, which is very important for the game to run smoothly. This thesis main focus is to understand the correlation between the number of camera angles and rendering time for Direct3D 9.0c, is it linear or exponential. By having access to Spatial View’s Direct3D 9.0c API, I was able to construct a test application which could answer the hypothesis. Six tests were used to investigate this with different numbers of camera angle to see the impact on rendering time. Using one, two and five camera angles for the test with large cubes (big enough to almost cover the screen) and small cubes (almost small enough to not see). After seeing the rendering time and understanding the API from Spatial View’s, a theory about reducing the rendering time arose. This theory will be explained throughout the thesis and discussed; it includes using Direct3D 10.0 with geometry instancing.
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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 have to consider after having chosen his programming language or graphics API, such as C# being compiled into an intermediate language and is run on a virtual machine where C++ is compiled directly to machine code, or the differing principles of rendering in OpenGL and Direct3D. This is by no means comprehensive, many things have been left out or overlooked.
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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 without compromising the visual quality. One of these techniques is deferred rendering. The latest version of Microsoft’s graphics platform, DirectX 11, comes with several new features. One of these is the Compute shader which is a feature making it easier to execute general computation on the graphics card. Developers do not need to use DirectX 11 cards to be able to use this feature though. Microsoft has made it available on graphic cards made for DirectX 10 as well. There are however a few differences between the two versions. The focus of this report will be to investigate the possible performance differences between these versions on when using deferred rendering. An application was made supporting both shader model 4 and 5 of the compute shader, to be able to investigate this.
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19

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 utforska Vector Displacement Mapping i sammanhanget 3D-Spel och att antyda att tekniken kan användas i 3D-spel likt Displacement Mapping. Arbetet jämför Vector Displacement Mapping med Displacement Mapping för att urskilja skillnader i exekveringstid mellan teknikernas centrala skillnader. Skillnaderna i exekveringstid ställs i kontrast mot diskussion av teknikernas grafikminnesanvändning. Metoder: Jämförelsen baseras på en implementation av de båda teknikerna tillsammans med tesselering. Prestandamätningar genereras med implementationen som grund. Implementationen använder sig av Direct3D 11. Resultat: Resultatet som erhålls genom jämförelsen visar att exekveringstiderna mellan teknikernas centrala skillnader varierar svagt. Grafikminnesanvändningen mellan teknikerna skiljer sig med en faktor 3 eller en faktor 4 där Vector Displacement Mapping använder mer grafikminne. Slutsatser: Slutsatser som dras baserat på resultatet är att Vector Displacement Mapping i situationer där överhängande geometri är ett önskat resultat kan ersätta Displacement Mapping. Vidare diskussion förs kring slutsatser, avgränsningar och framtida forskning som arbetet berör.
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20

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 tradition CPU tasks on the GPU. By utilizing newly available functions in DirectX it is possible to create an easier implementation on the GPU using global buffers. Three implementations are created inside the Unity game engine using compute shaders. The implementations are then compared based on creation time, render times and memory consumption. Then a deeper analysis of the time distribution is presented which suggests that Unity introduces some overhead since copying buffers from GPU to CPU is time consuming. It did however improve render times due to its culling and optimization techniques. The system could be used in applications such as games or medical visualization. Finally some future improvements for culling and level of detail (LOD) techniques are discussed.
Volumetrisk visualisering är en teknik som har fått mer uppmärksamhet dom senaste åren. Det har varit någonting som inte har varit rimligt att göra i en interaktiv miljö på grund av dess komplexitet i 3D rymden. Med dagens teknik och tillgänglighet till grafikkortet (GPU) är det nu möjligt att rendera volumetrisk data i en interaktiv miljö. Den här uppsatsen utforskar möjligheterna till att skapa och rendera stora terräng landskap genom en implementering av Marching Cubes på GPU:n. Med framkomsten av general-purpose computing på grafikkortet(GPGPU) har det blivit lättare att programmera på GPU:n. Genom att använda nya funktioner tillgängliga i DirectX är det möjligt att skapa en enklare implementering på GPU:n som använder sig av globala buffrar. Tre implementeringar har skapats i spelmotorn Unity som använder compute shaders. Implementeringarna är sedan jämförda baserad på tid för generering av terräng, renderings tid samt minnes konsumption. Detta följs av en djupare analys av tidsdistribueringen för skapandet som pekar på att Unity håller tillbaka systemets hastiget pga kopierande av minne från GPU:n till CPU:n. Renderingstiden blev dock bättre med hjälp av den inbyggda culling-teknikerna och optimerings tekniker. Detta system skulle kunna appliceras inom spel eller medicinsk visualisering. Slutligen diskuteras framtida förbättringar för culling-tekniker och level of detail (LOD) tekniker.
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21

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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22

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

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It is a great challenge to develop a computer game. Today many games are developed in large game studios where lots of skilled people are working together. Everyone has to know what the final game should look like. Game designers are responsible for how the game should feel and look like. This also means that they decide if a programmer has to develop new techniques or not. Sometimes the game designers require lots of new techniques to be developed. Such a new technique may be rendering particle systems with a lot of particles in it. This is where this report will focus. To render particle systems it is necessary to know about the limitations there are in both hardware and software. Until today particle systems have been updated and calculated using the Central Processing Unit of the computer. With Microsoft Direct3D 10 there are new ways to render particles using Geometry Shaders. Geometry Shaders runs on the graphics card. This thesis focuses on testing rendering performance between using Geometry Shaders and not using Geometry Shaders. A questionnaire was sent to Swedish game developers to get more information about relevant topics for investigation. A general answer was that Geometry Shaders always increase particle rendering performance. This thesis investigates if and when the statement is true or not. The hypothesis was obtained from the answers to the questionnaire. Two test applications were used to investigate if the hypothesis was true or false. One test application has particle calculations on the CPU of the computer. The other test application has particle calculations on the GPU of the graphics card. Six different tests were done and the Geometry Shader approach went out to be the fastest in five of the tests. Since not all tests were faster than the CPU approach the hypothesis is not always true.
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23

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 compute. Objectives. This thesis aims to investigate if asynchronous compute can be used to increase the performance of particle simulations. The key metrics being studied are total frame time, rendered frames per second, and overlap time. The frst two are used to determine if asynchronous compute improves performance or not, while the last is used to determine if the particle simulation is running asynchronous compute or not.Methods. For this thesis, the particle simulation used is the N-body particle simulation.The N-body particle simulation is implemented using a compute shader and is part of a larger DirectX 12 framework. One application is implemented that run two different execution models, one is the standard sequential execution model and one is the asynchronous compute model. The main difference between the two execution models is that the sequential execution model will be using only one command queue, this being a 3D command queue. The asynchronous compute model will be running a separate compute command queue alongside the 3D command queue. The performance metrics being studied are all collected using a custom-built GPU profiler. Results. The results indicate that it is possible to increase the performance of particle simulations using asynchronous compute. The registered performance gain reaches as high as 34% on hardware that supports asynchronous compute while hardware that according to NVIDIA does not support asynchronous compute registered performance gains up towards 11%. In terms of overlap time between the compute workload and the graphical workload, the AMD GPU showed an overlap time that matched the frame time. However, NVIDIA GPUs did not show the expected overlap time. Conclusions. It can be determined that asynchronous compute provide benefits when compared to the sequential execution model, it can be used to increase the performance of particle simulations. However, since the research in this thesis only made use of a single particle simulation, more work needs to be done, for example, work to test if the performance gain can be improved even further using different methods like, workload pairing or utilizing multiple GPUs, however that kind of work requires the use of a larger-scale application that consists of multiple different tasks other than just a single particle simulation.
Bakgrund. I och med Introduktionen av compute shadern, tätt följd av DirectX12, så genomgår den moderna GPUn en förvandling. Tidigare användes GPUn som ett massivt uträkningsverktyg ämnat att utföra en enda uppgift med en enastående hastighet. Compute shadern gjorde det möjligt at köra CPU liknande program på GPUn, DirectX 12 tar detta ett steg längre genom att introducera en multi-engine arkitektur. Denna arkitektur låser upp möjligheten att köra compute shadern samtidigt som de vanliga grafiska shader stadigerna, detta konceptet kallas asynchronous compute.Syfte. Syftet med denna avhandling är att undersöka om asynchronous compute kan användas för att öka prestandan på en partikel simulering. Den viktigaste data som kommer studeras är den totala frame tiden, antalet renderade frames varje sekund och överlapp tiden. Den totala frame tiden och antalet renderade frames varje sekund används för att bestämma om asynchronous compute faktiskt ökar prestandan eller inte, medan överlapp tiden används för att bestämma om partikel simuleringen kör asynchronous compute eller inte.Metod. Partikel simuleringen som används i denna avhandling är en N-body partikel simulering. N-body partikel simuleringen är implementerad i en compute shader och är en del av en större DirectX 12 applikation. En applikation implementeras som kör två olika exekverings modeller, den ena är den vanliga sekventiella exekverings modellen och den andra är asynchronous compute modellen. Den primära skillnaden mellan exekverings modellerna är att den sekventiella exekverings modellen bara använder sig av en kommando kö, vilken är en 3D kommando kö. Asynchronous compute modellen kommer använda sig av en separat compute kommando kö tillsammans med 3D kommando kön. Den metriska datan samlas in med hjälp av enegen byggd GPU profilerare.Resultat. Resultatet indikerar att det är möjligt att öka prestandan hos en partikelsimulering som använder sig av asynchronous compute. Den registrerade prestandaökningen når så högt som till 34% på hårdvara som stödjer asynchronous compute, medan hårdvara som inte stödjer asynchronous compute registrerade en prestandaökning upp till 11%. När det kommer till överlapp tiden mellan compute delen och den grafiska delen så visar GPUn från AMD en överlapp tid som matchar frame tiden. När det kommer till GPUerna från NVIDIA så visade dessa inte en förväntad överlapp tid.Slutsatser. Det kan fastställas att asynchronous compute har vissa fördelar jämfört med den sekventiella exekverings modellen. Asynchronous compute kan användas för att öka prestanda hos partikel simuleringar, men eftersom undersökningen i denna avhandling bara använder en enda partikel simulering så krävs ännu mera forskning. Exempelvis forskning som undersöker om prestanda ökningen kan bli ännu bättre, genom att applicera olika metoder som workload pairing och användingen av fera GPUer, detta krväver också att en större application för testing används, som består av fera olika typer av simuleringar och inte bara en enda partikel simuleing.
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24

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 objective, the goal of this thesis is to develop an application or tool that will aid in the search of an answer to this problem. There are several aspects of traditional evacuation plans that make them inherently suboptimal. First among these is that they are static by nature. When a building is designed, there is some care taken in analyzing its floor plan and finding an optimal evacuation route for everyone. These plans are made under several assumptions and with the obvious constant that they cannot be modified during the actual emergency. Yes, it is possible for such a plan to actually end up being the optimal plan during any given evacuation, but the likelihood of this being the case is most definitely less then 100%. There are many reasons for this. The most obvious is this: the situation that the plan is trying to solve is a very dynamic one. People will not be where they should be or in the quantities that the static plan was prepared for. Many of them will probably not know what they should do in an emergency and so most likely will follow any large group of people, like lemmings. Finally, most situations that require the evacuation of a building or area occur because all or part of the building has become, or is becoming, unsafe. It is impossible for a static evacuation plan to take into account the way a fire or poisonous gas is spreading, or the state of the structural stability of the building. What is needed during a crisis is an artificially intelligent and dynamic evacuation system that is capable of (1) analyzing the state of the building and its occupants, (2) coming up with a plan to get everyone out as fast as possible, and (3) directing all occupants along the best exit routes. Furthermore, the system should be able to modify its plan as the evacuation progresses. This application is intended to provide researchers in this area the means to quickly and accurately simulate different evacuation theories and ideas. That being the case, it will have powerful graphical capabilities, thus allowing the researchers to easily see the real-time results of their work. It will be able to use diverse modeling techniques in order to handle the many different ways of approaching this problem. It will provide a simple way for equations and mathematical models to be entered which can affect the behavior of most aspects of the world being simulated. This work is in conjunction with, and closely tied to, Dr Pushkin Kachrooâ s research on this same topic. The application is designed so that future developers can quickly add to and modify its design to meet their specifications. It is not the goal of this work to provide an application that directly solves the optimal evacuation problem, or one that inherently simulates everything perfectly. It is the job of the researchers using this application to define the specific physics equations and models for each component of the simulation. This application provides an easy way to add these definitions into the simulation calculations. In brief, this Escape Simulator is a client server application. All of the graphics and human interaction are handled client side using Win32 and Direct3D. The actual simulation world calculations are handled server side, and both the client and server communicate via DirectPlay. The algorithm being used to model the objects and world by the server will be completely configurable. In fact, everything in the world, including the world physics, will be completely modifiable. Though the researchers will need to write the necessary pluggins that to define the actual models and algorithms used by the agents, objects, and world, ultimately this will give them much more power and flexibility. It will also allow for third parties to develop libraries of commonly used algorithms and resources that the researchers can use. This research was supported in part from the National Science Foundation through grant no. CMS-0428196 with Dr. S. C. Liu as the Program Director. This support is gratefully acknowledged. Any opinion, findings, and conclusions or recommendations expressed in this study are those of the writer and do not necessarily reflect the views of the National Science Foundation.
Master of Science
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25

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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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.

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.

The implemented system will serve as an extensive basis for future work contributing to the research of adaptive behaviour to both music and sound effects for interactive media, and also as a preliminary foray into the more experimental field of stand-alone non-linear music playback.

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26

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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27

Carrera, Iseland Jonathan, i 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 measuring and evaluating the performance of VRS in a lightweight environment that differs from the others. Methods. The method consists of developing a lightweight Direct3D 12 application, implement the VRS technique, and measure performance. For a clear evaluation, several tests are conducted measuring frame time, frame rate, and draw call speed at the different settings using the VRS technique at various resolutions over 1000 iterations. Results. By measuring the frame time, frame rate, and draw call speed with VRS it was possible to collect performance data which is showcased in this study. The study showcases the average performance using 1x1, 2x2, and 4x4 shading rates at 480p, 1080p and 2160p resolution. The average data were compared between shading rates and resolutions to examine the correlation and deviation. As anticipated, the results showed generally performance improvements when using VRS. However, some settings showed inconsistency in deviations between shading rates, and others showed impaired performance. Conclusions. The conclusion drawn from this study suggests VRS improves performance even in lightweight applications, within reasonable boundaries. However, the performance gain was of a lower degree when comparing with other benchmark tests. This suggests VRS be more useful in higher demanding environments.
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28

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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29

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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30

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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31

Vadi-Dris, David, i 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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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 has taken more than a year since the complexity of the game has required extensive technical research and graphical designing.


Detta är en rapport som beskriver utförandet av ett datortekniskt examensarbete på Örebro universitet. Mer specifikt handlar den om hur två studenter utvecklat ett datorspel som ett bidrag till Swedish Game Awards, en tävling för spel utvecklade utan inblandning av kommersiella företag. Spelet, titulerat ”Winds of Kahlara”, är skrivet för PC och låter deltagarna spela mot varandra över nätverk i en 3D-värld. Det grafiska temat är fantasy och spelarna använder sig av bland annat magiska attacker för att döda sina motståndare. Själva utvecklingen har tagit mer än ett år då spelets komplexitet har krävt omfattande teknisk efterforskning och grafisk formgivning.

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32

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'uso dei Compute Shader forniti dalle ultime versioni delle API grafiche DirectX. Il plugin creato verrà successivamente esteso per potersi integrare con la timeline nativa di Unity, permettendo dunque di usare in maniera efficiente il progetto nei settori cinematografico (per previsualizzazioni e impiego nei set virtuali) e televisivo in diretta (settore in forte ascesa anche a causa della pandemia di COVID-19). Infine, verrà proposto anche un caso d'uso verosimile riproducendo parzialmente un breve frammento dalla Cerimonia di Apertura dei Giochi Olimpici di Londra del 2012, anche grazie al supporto di diversi software creativi quali Blender, MakeHuman e Simplygon per la realizzazione di scenografie, animazioni e personaggi.
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33

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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34

Hill, Mathias [Verfasser], i Ingo [Akademischer Betreuer] Krossing. "Direct fluorination in mini and microreactors = Direkte Fluorierung in Mini- und Mikroreaktoren". Freiburg : Universität, 2013. http://d-nb.info/1115494619/34.

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35

Sivertsen, Victoria. "Direct Charging of a Solar Thermal Battery : Direkte soloppvarming av et termisk batteri". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for energi- og prosessteknikk, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-24286.

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Direct illumination of a thermal storage from a concentrating solar collector can be used to charge a phase change material (PCM) for the purpose of storing heat for cooking. Top illumination can be achieved by a double reflecting system to avoid any dangers of expansion from heating the storage from the bottom.An experimental investigation of the double reflecting system has been conducted at the lab of the Department of Energy and Process. The main purpose of the experiments was to be able to conduct an efficiency measurement of the system’s ability to charge the heat storage. A double reflective solar concentrator with a heat storage has been instrumented and made ready for testing. Two tests of the full system with direct illumination of the heat storage by the sun have been conducted. Temperature measurements were done by thermocouples in the heat storage and on the secondary reflector, and a thermal camera was used to monitor the temperature of the top plate of the heat storage. The tests were not satisfactory in that they did not succeed to melt the phase change material (PCM) in the storage, and an efficiency measurement could not be concluded. The reflective film was as a result of these tests changed to reflective aluminium tiles for a better performance. Additional tests with a thin absorber plate of carbon steel were then conducted, since the sun was now too low on the sky to allow a complete test. The focal point on the thin absorber plate reached temperatures above 300°C, and the focusing power of the system was promising. A test procedure for tracing a laser ray from a self-adjusting laser diode to the absorber by utilizing a Computer Numerical Control machine (CNC-machine) and a digital camera for automation has been developed and tested. Post processing of images acquired has been programmed in the Matlab programming software to crate intensity plots of the focal point of the double reflector. By means of a grid paper on the absorber plate, the focal point of the primary reflector was found for the reflective film and for the reflective aluminium tiles to be 665 mm and 662 mm respectively. The secondary reflectors optimal position to be able to focus the rays on to an absorber plate placed at the base of the primary reflector has been investigated by the new test procedure, and found to be 683 mm, with a separation distance between the two foci of 21 mm. A simple analysis of the double reflector in a Ray Tracing program gave a separation distance of around 20 mm.
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36

Blaskovits, Terence. "Une étude computationnelle de la polymérisation par (hétéro)arylation directe : [A Computational Study of Direct (Hetero)arylation Polymerization]". Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/34540.

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En comparaison avec d’autres techniques de couplage-croisé adaptées à la synthèse de polymères conjugués, la polymérisation par (hétéro)arylation directe (PHAD) s’avère avantageuse d’une perspective industrielle et environnementale. En effet, elle permet d’éviter l’utilisation d’agents de transmétallation nécessaires aux méthodes classiques de polymérisation. La réaction de PHAD exploite l’activation de liens aromatiques carbone-hydrogène (C–H) pour une synthèse efficace de polymères conjugués avec une excellente économie d’atomes. La réaction d’(hétéro)arylation directe permet la formation d’un lien entre deux atomes de carbone d’hybridation sp2 à partir d’un lien C–H via l’état de transition de la métallation-déprotonation concertée (CMD). La majorité des polymères conjugués utilisés en électronique organique contient des unités de répétition à base de thiophène. Cet hétérocycle, possédant des propriétés électroniques et stériques désirables, sont fonctionnalisés avec des groupes donneurs ou accepteurs d’électrons, ainsi qu’avec des chaînes aliphatiques à des fins de solubilité. Cependant, l’utilisation du motif thiophène peut mener à des défauts structuraux dans la chaîne polymère puisqu’elle comporte plusieurs liens C–H activables en PHAD. Si un lien C-H non-désiré (en position β du motif thiophène) est activé plutôt que le lien en position α, un défaut en β peut alors être incorporé de manière covalente dans la structure polymérique résultante. La présence de défauts en β mène à une perturbation de la conjugaison du polymère et de l’organisation du matériau à l’état solide, des facteurs qui peuvent réduire les performances en dispositifs d’électronique organique. Étant donné l’omniprésence du motif thiophène au sein des polymères conjugués et sa sélectivité parfois problématique, une étude computationnelle du mécanisme de l’arylation directe sur des unités thiophènes modèles a été entreprise dans le cadre de ce projet. En utilisant la théorie de la fonctionnelle de la densité et le cluster couplé, les barrières d’activation pour l’état de transition de la CMD de plusieurs substrats modèles ont été calculées et analysées par la méthode de la distorsion-interaction. L’effet activant d’un halogène sur les liens C–H adjacents à celui-ci a été étudié. Les résultats permettront de guider la conception de monomères pour la réalisation de matériaux régioréguliers par PHAD.
The direct (hetero)arylation polymerization (DHAP) reaction harnesses the single-step activation and arylation of aromatic carbon-hydrogen bonds for the efficient synthesis of conjugated polymers. By avoiding the need for transmetalating agents used in other polymerization techniques, the number of synthesis steps is reduced, the need for expensive and often unstable reagents is minimized and the production of toxic organometallic by-products is eliminated. These factors contribute to a reaction which is more favourable than traditional methods for the preparation of conjugated polymers from an industrial and an environmental perspective. Most high-performing conjugated polymers for organic electronic applications contain thiophene-based repeating units. These heterocycles possess desirable electronic features and are easily functionalized with electron-accepting or -donating substituents or solubilizing side-chains to tune their electronic and physical properties. However, the issue has arisen over the selectivity of the concerted metalation-deprotonation (CMD) transition state, the key step of the direct arylation mechanism which determines the selectivity of C–H bond activation. There are multiple reactive C–H bonds on thiophene monomers, and if the undesired bond (the “Cβ–H” bond) were to be activated, it would generate a β-defect in the resulting polymer. This may lead to a disruption in both the π-conjugation of the polymer and the supramolecular organization of the material in the solid state, factors which can contribute to reduced performance in organic electronic devices. Given the ubiquity of thiophene-based units in conjugated polymers and the assumed issues regarding selectivity, we used computational techniques to study the direct arylation mechanism on model thiophene substrates possessing various electronic features. Using density functional theory and coupled-cluster methods, activation barriers for the CMD transition states of various C–H bonds were calculated and analyzed using the distortion/interaction model. The activating effect of a halide on thiophene was also studied. The results suggest that there are inherent features of selectivity for electron-rich or electron-poor thiophenes, and that the location of the halogen greatly influences coupling selectivity by activating the undesirable Cβ–H bond. These findings could guide the design of monomers amenable to high-selectivity DHAP protocols.
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37

D'Aguiar, José da Costa-Cabral. "Acesso directo dos partidos e candidatos à televisão: actualidade do direito de antena (o caso português)". Master's thesis, Instituto Superior de Ciências Sociais e Políticas, 2010. http://hdl.handle.net/10400.5/3032.

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Tese de Mestrado em Ciência Política
A televisão, pela sua vasta audiência, é um elemento central da comunicação política contemporânea. A dinâmica das campanhas eleitorais implica, para que as mensagens possam chegar aos eleitores, a construção de momentos mediáticos, planeados para captar o interesse da televisão. A cobertura editorial e noticiosa, contudo, não garante que as mensagens dos partidos e das candidaturas cheguem, como pretendido, ao eleitorado. Assim, os partidos e os candidatos têm interesse em comunicar, na televisão, directamente com o eleitorado, sem intermediação jornalística. Em Portugal, esse acesso directo, para efeitos de transmissão de mensagens políticas e eleitorais, é garantido e regulado pelo direito de antena, inteiramente financiado pelo Estado, cujos pressupostos se mantêm praticamente inalterados desde o início da democracia. Nesta dissertação tentar-se-á compreender a actualidade do direito de antena tendo em conta os aumentos das subvenções estatais às campanhas eleitorais, as características da moderna comunicação política e eleitoral, atendendo-se, também, às alterações verificadas na relação dos partidos com o eleitorado.
By its vast audiences, television is a central element of contemporary political communication. To achieve the objective of reaching voters with the selected messages, the dynamics of today’s electoral campaign involves the construction of media planned events, in order to obtain television interest and coverage. However, news and editorial coverage doesn’t guarantee that political parties and electoral candidatures messages reach, as planned, the electorate. So being, parties and candidates have an interest in communicating, in television, directly with the electorate, without journalistic intervention. In Portugal, such direct access to television is assured and regulated by Right to Broadcasting Time, entirely financed by the State, which grounds have remained practically unaltered since the beginning of democracy. In this paper we will try to understand the current pertinence of Right to Broadcasting Time, taking into account the increase of public financing to electoral campaigns, the features of modern political and electoral communication, and the changes in the relationship between political parties and the electorate.
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38

Santos, Marcus Felipe Duarte Moreira dos. "Degradação do corante preto direto (direct black 38) através de processos foto-fenton homogêneos e heterogêneos". Florianópolis, SC, 2008. http://repositorio.ufsc.br/xmlui/handle/123456789/92037.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-graduação em Engenharia Química
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O processo Fenton Clássico tem se mostrado altamente eficiente na oxidação de corantes e de uma grande variedade de poluentes orgânicos resistentes, mas possui em desvantagem o elevado custo do peróxido de hidrogênio (H2O2), pH restrito e a formação de lodo devido à precipitação do ferro, na etapa de coagulação. O processo foto-Fenton Homogêneo tem maior velocidade de degradação dos poluentes que o Fenton Clássico, porém a quantidade de H2O2 requerida para alcançar a completa mineralização ainda permanece alta, tornando o processo não muito atrativo do ponto de vista econômico, além de ainda permanecer o problema da formação do lodo. O processo Fenton Heterogêneo surge como alternativa para contornar algumas dessas desvantagens. O processo consiste na utilização de um catalisador sólido composto, eliminando assim a etapa de coagulação do lodo e diminuindo a dependência do pH presente no foto-Fenton homogêneo, além de poder ser facilmente recuperado ao final do processo. A injeção de oxigênio molecular também pode ajudar na mineralização de corantes dissolvidos em água através das reações Fenton e foto-Fenton, atuando como aceptor de elétrons e substituindo, pelo menos parcialmente, o peróxido de hidrogênio. A quantidade de O2 parece ser dependente do pH, da temperatura e da concentração inicial de peróxido de hidrogênio. Este trabalho tem como objetivo avaliar duas alternativas para redução do consumo de H2O2 e da formação de lodo no processo Foto-Fenton. Para isso, ar atmosférico foi injetado no sistema reacional, como oxidante adicional, e um catalisador insolúvel de ferro, a pirita (FeS2) foi utilizado como fonte de ferro. Uma solução aquosa contendo o corante Lurazol SN (Direct Black38), foi usada como sistema modelo para o estudo da cinética de degradação. A pirita (FeS2) foi escolhida por ser um catalisador com alto teor de ferro, pela sua estrutura química bem conhecida e pelo baixo custo, além de ser abundante em ambientes superficiais. A cinética de degradação foi avaliada em reator descontínuo sob diferentes condições de pH, concentração de H2O2, dosagem de catalisador, concentração de corante e adição ou não de ar dissolvido. Em intervalos regulares de tempo, alíquotas da solução foram retiradas e filtradas em membrana 0,22 m e a concentração de corante não convertido foi determinada espectrofotometricamente a 590nm. Foram avaliados os efeitos dos parâmetros operacionais acima descritos sobre o processo de degradação do corante. Os resultados mostraram que a cinética de degradação do Lurazol SN através dos processos Fe(II)/H2O2/UV, Fe(II)/H2O2/Ar/UV pode ser descrito por um modelo de pseudo-primeira ordem, e que a adição de ar atmosférico não altera a velocidade de descolorização apreciavelmente. As energias de ativação dos processos de oxidação Fe(II)/H2O2/UV e Fe(II)/H2O2/Ar/UV são, respectivamente, 12,6 e 8,6 kJ/mol. A degradação do corante através do processo heterogêneo usando Pirita/H2O2/UV e Pirita/H2O2/Ar/UV é mais lenta do que nos processos homogêneos, devido às limitações difusionais características dos processos heterogêneos e devido à lenta liberação de ferro para a fase líquida. Entretanto, observou-se que o peróxido de hidrogênio é cataliticamente decomposto para formar radicais hidroxila tanto pelas reações em fase homogênea (pelo Fe(II) lixiviado para a fase líquida), como pelas reações heterogêneas na superfície da pirita. A decomposição do corante obedeceu a uma lei cinética de ordem zero e acontece apenas em fase aquosa. A energia de ativação da reação de degradação do corante através do processo Pirita/H2O2/UV é 18,5 kJ/mol, valor muito próximo ao encontrado para os sistema Fe(II)/H2O2/UV. Os resultados indicam que as reações homogêneas de degradação de corante têm maior importância do que as reações que ocorrem na superfície do sólido, mas nos sistemas heterogêneos, estas reações são limitadas pela liberação do ferro para a solução, tornando o processo mais lento e mais eficiente na remoção de cor.
The Fenton process has been shown highly efficient for the degradation of dye and a variety of recalcitrant organic pollutants, but some disadvantages have been pointed out as the high cost of hydrogen peroxide (H2O2) and the sludge generated due to iron coagulation/precipitation. The photo-Fenton process is faster than Fenton process for pollutants degradation, however the amount of H2O2 required in the oxidation is not reduced enough to make the process industrially feasible, besides, the sludge generation is still a problem. The Heterogenous Fenton process has emerged as alternative to solve these disadvantages. This process uses a solid catalyst, therefore the sludge coagulation step can be eliminated and the pH-dependecy reduced, besides, this kind of catalyst can be easily recorvered in the end of the process. When Fenton and photo-Fenton are used to mineralize dye solutions, molecular oxygen (O2) can play an important role as electrons acceptor and replacing, at least partially, the hydrogen peroxide. The amount of O2 seems to be independent of pH, temperature and initial concentration of H2O2. This work aims to evaluate two alternatives to reduce of H2O2 consumption and sludge generation in the photo-Fenton process. For that, atmospheric air was bubbled into reactional system, as an extra oxidant, and pyrite (FeS2) was used as a solid catalyst. A dye solution with Lurazol SN (Direct Black38) was used as a model system to evaluate the decolouration kinetics. The Pyrite (FeS2) has been chosen for being a high iron content catalyst, for its well known chemical structure and its low-cost, besides it can be easily founded in surface environments. The reaction was carried out in a batch reactor under different conditions of pH, H2O2 concentration, catalyst dose, dye concentration and with or without bubbling of atmospheric air. Some samples was taken and filtrated with membrane 0,22 m and the non-converted dye concentration was measured in spectrophotometer, at 590 nm. The influence of operational parameters in dye degradation was investigated. The results show that the degradation of Lurazol SN through the processes Fe(II)/H2O2/UV, Fe(II)/H2O2/Air/UV can be described by pseudo first order model, and the bubbling of atmospheric air do not affect the rate of degradation, in a short time. The activation energy (Ea) for both processes are 12,6 and 8,6 kJ/mol, respectively. The dye degradation through heterogeneous processes, Pyrite/H2O2/UV and Pyrite/H2O2/Air/UV, is slower than the homogenous one. This is due to the difusional limitations, a common characteristic of the heterogeneous systems, and due to the slow leaching of iron. However, it was observed that H2O2 is catalytically decomposed by the catalyst surface and by the soluble iron. The dye degradation obeys zero order model and it takes place only in aqueous phase. The Ea = 18,5 kJ/mol was very close to the one achieved for homogeneous systems. The results show that homogeneous reactions seems to be more important than the reactions that takes place in the catalyst surface, but in the heterogeneous system, these reactions are controlled by the release of the iron in the solution, which makes the process a slightly slower in the beginning and more efficient in the color removal.
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39

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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40

Lugo, Rafael. "Contribution à l'étude de deux méthodes de fabrication des coulis de glace par contact direct : évaporation sous vide et injection directe". Paris, CNAM, 2004. http://www.theses.fr/2004CNAM0484.

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L’utilisation des fluides frigoporteurs diphasiques solide-liquide (coulis de glace) est une solution intéressante pour répondre aux nouvelles sécuritaires et environnementales concernant l’industrie du froid. Toutefois, la question de la production de la phase solide dispersée demeure un inconvénient de ce type de technologie, du fait que le générateur est coûteux en termes d’investissement et maintenance. Dans ce travail de thèse, nous étudions deux techniques d’échange par contact direct, qui pourraient permettre d’obtenir une installation moins onéreuse et plus performante. Ces techniques sont l’évaporation sous vide et l’injection directe. Cette étude porte sur le dimensionnement du générateur. Concernant l’évaporation sous vide, nous avons déterminé par le calcul et par l’expérience les courbes d’équilibre glace-liquide-vapeur pour différentes solutions aqueuses susceptibles d’être utilisées dans la production des coulis de glace. Par ailleurs, nous traitons de manière formelle et expérimentale le problème de l’évaluation du débit d’évaporation sous vide. Quant à l’injection directe, après avoir mené une étude bibliographique assez complète sur l’évaporation d’un fluide dans un milieu non miscible, nous évaluons expérimentalement les échanges de chaleur entre les deux fluides, ce qui nous permet de construire un modèle simplifié. Nous avons complété ce travail avec quelques expériences effectuées sur un prototype de générateur à injection directe
The use of two-phase solid-liquid secondary refrigerants (ice-slurries) is an interesting solution for the refrigerating industry, which has to integrate new norms of safety and environmental aspects. However, the dispersed solid phase generator remains expensive and difficult to use. In this work, we study two direct-contact heat transfer methods, which could lead to an economic and optimal ice-slurry technology. These methods are vacuum evaporation and direct injection. This work deals with different aspects related to the sizing of this type of generators. Solid-liquid-vapour equilibria are required for vacuum cooling applications. We evaluated both theoretically and experimentally the ice-liquid-vapour equilibria for aqueous solutions whose use is considered in ice-slurry systems. Moreover, we propose an introduction to the estimation of vacuum evaporation mass flow rate. Regarding direct injection, an important bibliographic review is presented on the evaporation of one fluid in an immiscible medium. We compare this review with our experimental results on direct contact evaporation. This comparison leads to the construction of a simplified model of the evaporation. This comparison leads to the construction of a simplified model of the evaporator. Finally, some results obtained with a direct injection experimental facility are presented
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41

Engström, Carl, i 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 integreringen mellan procedurellt skapad terräng och en deferred rendering pipeline, skapades en applikation i DirectX 11 för att undersöka implementeringen och potentiella optimeringar av denna integration.
Detta projekt handlar om slumpmässig procedurell skapning av digital terräng för bruk inom datorspel, och hur man i denna kontext kan ta nytta av en grafikmotor som använder renderingstekniken deferred rendering.
Carl Engström can be reached at: Phone: 076-102 86 00 Mail: Lemmibl@gmail.com Felix Nawrin Oxing can be reached at: Mail: felix@nawrin-oxing.se
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42

Lôbo, Marina Rúbia Mendonça. "INVESTIMENTO ESTRANGEIRO DIRETO NA ÁFRICA À LUZ DO CASO GANENSE". Pontifícia Universidade Católica de Goiás, 2011. http://tede2.pucgoias.edu.br:8080/handle/tede/3797.

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This study examined the foreign direct investment in Africa, focusing on the production of an evaluating tool for business opportunities in African markets, specifically in Ghana, a country situated in the western portion of the Black Continent. Aiming to establish an objective reading instrument for the rational selection of Ghana as a prospecting field, the research showed, generally, variables apt to set the country as a fecund market, such as the cultural context; natural and human resources, infrastructure and market size; economic performance and governance, taxation and incentives, operating costs, regulatory frameworks for investment, among others, comprised in four chapters, verified through electronic and bibliographic sources. The current situation seems to lead us to a favourable forecast to capital investments in the region, since Ghana has shaped its legal system so as to make it promising for investors, facilitating access to international capital into local markets by offering general benefits and incentives which resulted in improvement of the business environment
O presente trabalho analisou o investimento estrangeiro direto na África, concentrando-se na produção de uma ferramenta de avaliação de oportunidades de negócios nos mercados africanos, mais especificamente em Gana, país situado na porção ocidental do Continente Negro. Visando estabelecer um instrumento de leitura objetivo para a seleção racional de Gana como campo de prospecção, a pesquisa apontou, genericamente, variáveis aptas a estabelecer o país como mercado fecundo, a exemplo do contexto cultural; recursos naturais e humanos; infraestrutura e dimensão de mercado; desempenho econômico e governança; tributação e incentivos; custos operacionais; quadros regulatórios de investimentos, entre outros, acostados em quatro capítulos, verificados através de fontes bibliográficas e eletrônicas. O quadro atual parece nos levar a previsões favoráveis às aplicações de capital na região, uma vez que Gana moldou seu ordenamento jurídico de forma a torná-lo auspicioso para investidores, facilitando o acesso de capital internacional aos mercados locais, através de benefícios e incentivos gerais, o que culminou na melhoria do ambiente empresarial.
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43

Olafsson, Jonas. "Antimicrobial Susceptibility Testing Directly from Urine Samples : a Comparison between Standardised and Direct Disk Diffusion Testing together with Direct Species Identification using Matrix Assisted Laser Desorption/Ionisation Time of Flight". Thesis, Linnéuniversitetet, Institutionen för naturvetenskap, NV, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27645.

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Urinary tract infection (UTI) is a very common infection in humans and a majority is caused by Escherichia coli. UTI are commonly treated empirically. However, empiric treatment has become more problematic due to increased antibiotic resistance to commonly used antibiotic agents. It is therefore desirable with short turnover times for antimicrobial susceptibility testing and species identification to improve antibiotic treatment at an early stage. Matrix Assisted Laser Desorption/Ionisation Time of Flight (MALDI-TOF) can provide species identification faster than former routine methods. This study compared direct and standard susceptibility testing using disk diffusion on Enterobacteriaceae (EB) from urine samples. The possibility to standardise the inoculum for direct susceptibility testing via a pellet obtained by a series of centrifugations was also evaluated, as well as direct species identification with MALDI-TOF from the pellet. Results from direct susceptibility testing from urine samples with EB, performed either directly from the urine or with a standardised inoculum, correlated well to those obtained with standardised susceptibility testing using EUCAST disk diffusion methodology with few errors, of which most were associated with Proteus mirabilis. The concept of standardising the inoculum for direct susceptibility testing to 0.5 McFarland was labour intensive and did not improve the results further. However, direct species identification from the urine pellet using MALDI-TOF showed good correlation to routine identification. Of 238 samples, an EB was correctly identified in 148 samples using MALDI-TOF.
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44

Eklund, Anders, Paul Dufort, Daniel Forsberg i 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, histogram estimation and distance transforms), the most commonly used algorithms in medical imaging (image registration, image segmentation and image denoising) and algorithms that are specific to individual modalities (CT, PET, SPECT, MRI, fMRI, DTI, ultrasound, optical imaging and microscopy). The review ends by highlighting some future possibilities and challenges.
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45

Clarke, Gil Patrick, i Batlle Cristián Vargas. "País directo". Tesis, Universidad de Chile, 2014. http://www.repositorio.uchile.cl/handle/2250/117529.

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Tesis para optar al grado de Magíster en Administración
Clarke Gil, Patrick [Parte I Análisis estratégico y de mercado], Vargas Batlle, Cristián [Parte II Análisis organizativo-financiero]
“Los clientes podrán acceder al portal de PAIS DIRECTO y recargar el celular de sus parientes en sus países de origen, transferir dinero a sus familiares, comprar tarjetas de larga distancia, etc.” PAIS DIRECTO es una empresa vanguardista, creada para satisfacer las necesidades de comunicación y conexión de los “Inmigrantes Latinoamericanos” con sus países de origen, a través de una plataforma web en Internet. El negocio consiste en la implementación de una plataforma en Internet de servicios integrados enfocado a las necesidades de los inmigrantes de Latinoamérica. Para los proveedores, PAIS DIRECTO es un canal de venta unificado, que concentra la oferta de la gran cantidad de proveedores de telefonía internacional, telefonía móvil, trasferencia de dinero presentes en Latinoamérica. El alcance de los servicios está asociado a todo tipo de transacción electrónica, inicialmente los servicios a ofrecer serán la compra de PIN´s de Larga Distancia, Recarga de Celulares Internacional, Envío de Dineros, hasta llegar a ofrecer en un futuro cercano hasta seguros y administración de pensiones internacionales. En general los grandes operadores de telecomunicaciones realizan sus esfuerzos de marketing en los mercados internos de cada país. Por lo mismo, se presenta una oportunidad a PAIS DIRECTO para satisfacer el nicho de los “inmigrantes” con sus países de origen, un mercado no atendido. El valor agregado para los clientes es que PAIS DIRECTO se transforme en el canal de comunicación con sus países de origen y así éstos puedan realizar todas sus transacciones a través de sus cuentas en un sólo lugar. Los ejecutivos de PAIS DIRECTO tienen gran experiencia en la industria de las telecomunicaciones, lo que les permite acceder a los servicios de las grandes empresas de telefonía y de transferencia de dinero. Asimismo, PAIS DIRECTO busca minimizar sus inversiones de infraestructura tecnológica, externalizando la mantención de su plataforma web, con el fin de direccionar todos sus recursos en una intensiva campaña comunicacional
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46

Coch, i. Roura Núria. "La forma estipulatoria. Una aproximación al estudio del lenguaje directo en la Digesto". Doctoral thesis, Universitat de Girona, 2004. http://hdl.handle.net/10803/7674.

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La investigación se centra en el contrato de stipulatio, eje central alrededor del cual surge el derecho de obligaciones y contratos romano. Se aborda el estudio de la forma estipulatoria y las consecuencias que tiene la utilización de unas determinadas estructuras formales en cuanto a su régimen jurídico. La perspectiva del trabajo es especialmente original pues se toma en cuenta las estipulaciones recogidas en estilo directo en el Digesto. El estudio consta de tres capítulos. El primer capítulo tiene carácter introductorio, en el se abordan algunos aspectos del contrato estipulatorio que consideramos más relevantes, en especial el orígen del contrato verbal romano y el estudio de algunas funciones típicas. En el segundo se hace una reconstrucción histórico-dogmática de los requisitos de la estipulación clásica partiendo de las fuentes romanas. En el tercer capítulo se proyectan los requisitos formales de la estipulación clásica sobre los 209 fragmentos del Digesto que recogen estipulaciones en estilo directo. la finalidad de esta taxonomía de formas estipulatorias es sistematizar las consecuencias en el régimen jurídico que supone la utilización de una estructura formal.
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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 is a mobile application for inserting a virtual object with its shadow to camera shot. It is possible to set some aspects of the light and take a picture with the virtual object in high resolution.
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Souza, João Baptista Godoy de. "Procedimentos de trabalho na captação de som direto nos longas-metragens brasileiros Contra todos e Antônia: a técnica e o espaço criativo". Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/27/27153/tde-02062011-111819/.

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Este estudo é uma reflexão sobre a prática de trabalho do registro sonoro sincrônico centrado na descrição e na análise dos procedimentos empregados na captação de som direto na realização dos longas-metragens brasileiros Contra todos e Antônia. A prática do registro sonoro sincrônico é conceituada como um método de trabalho compartilhado por uma categoria profissional, com procedimentos norteados por parâmetros técnicos que se conformaram precocemente no período de transição para o cinema sonoro durante a constituição do código de representação do cinema clássico norte-americano. Dependente da tecnologia, o método de trabalho de captação de som direto reestrutura-se com o advento de novas ferramentas, permitindo o surgimento de formas alternativas de realização. As experiências analisadas permitem perceber o amplo espectro de escolhas envolvidas na atuação do profissional do som direto, indicando a existência de uma componente criativa na aplicação e desenvolvimento desta prática de trabalho. Premissas particulares de realização, condicionantes orçamentárias e o advento de nova tecnologia estimulam o surgimento de procedimentos que dinamicamente reanimam o tradicional método de trabalho de captação de som direto.
This study is a reflection on the working methods of synchronous sound recording focusing on the description and analysis of the procedures used in the sound recording of the Brazilian feature films Contra todos and Antônia. The practice of synchronous sound recording is conceived as a working method shared by professional recordists, with procedures guided by technical parameters that surfaced very early in the transition period from silent to sound films, then to the establishment of representational standards of the American classical cinema. Being technology dependent, the working method of sound recording renews itself with the coming of new tools, that enables new ways of working. The experiences in focus reveal the broad spectrum of choices involved in the practice of the sound recordist, unveiling the existence of a creative component in the process. Production issues, budgetary constraints and the advent of new technology stimulate the emergence of procedures that dynamically reform the traditional working method in sound recording.
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Currier, Daniel W. "Direct Address". VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd_retro/44.

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"Direct Address" is a document intended to complement a body of artwork, including photographs and digital video. The focus of this text is to discuss my process of creating documentary film. Beginning with my thesis film it traces my development as documentary filmmaker over a two-year period, highlighting shifts in my thinking and activity during that time.
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Oliveira, Sonale Diane Pastro de. "Faculdade De Direito da Universidade de São Paulo : trajetórias, vínculos e alianças na constituição de uma "direita acadêmica"". reponame:Repositório Institucional da UFABC, 2018.

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Orientadora: Profª. Drª. Maria Gabriela Silva Martins da Cunha Marinho
Tese (doutorado) - Universidade Federal do ABC, Programa de Pós-Graduação em Ciências Humanas e Sociais, Santo André, 2018.
A implantação das universidades no Brasil se fez de forma tardia e a partir de projetos gestados pela elite intelectual, mas a literatura em torno da formulação e execução destes projetos tem dedicado atenção pontual aos compromissos e alianças políticas dos grupos que assumiram, em diferentes níveis e escalas, o processo de implantação de tais instituições. No caso da Universidade de São Paulo, seu projeto de criação e implantação foi concebido sob a aura de um grupo considerado liberal, porém ao longo de sucessivas gestões emergiu no interior da instituição um círculo de professores e pesquisadores ¿ egressos da Faculdade de Direito - comprometidos com os regimes autoritários e a repressão política das ditaduras de 1937 e 1964. Esta pesquisa analisa trajetórias, vínculos e articulações políticas de docentes que em virtude de inserções sociais privilegiadas transitaram entre a Universidade de São Paulo, partidos políticos e o aparato repressivo, em distintas formas de colaboração com o processo de fechamento político por meio de dinâmicas de manutenção e concentração de poder. Um traço comum entre tais lideranças foram as convicções anticomunistas, aspecto que os uniu em uma órbita de interesses na qual circularam outros segmentos sociais. Trata-se de proposta que dialoga com os estudos renovados de História política, tangenciando a biografia política.
Thank to projects developed by the intellectual elite, universities were introduced in Brazil. Information about elaboration and execution of these projects have given special attention to political agreements and alliances among the groups responsible for these universities. As far as University of São Paulo is concerned, the project was conceived by a liberal group. Yet, along successive managements, a group of professionals commited to the 1937 and 1964 authoritarian regimes arose. The research aims to identify and analyse links, joint policies and paths followed by teachers of the university, political parties and governmental institutions which cooperated with the repressive apparatus at different times. A common featura among such leaderships was the anti-communist beliefs. The core of this research devotes itself to analysing such links inside and outside the university environment. This project focuses on how those groups gained and maintained positions inside the university based not on meritocracy but mainly due to privileged social integration. The analyses of their performance reveals their intense operation among the academic and political elites, interchanging their positions inside and outside the university, intending to maintain and concentrate power in different levels of state politics.
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