Sökning: "Computer graphics"

Visar resultat 16 - 20 av 287 uppsatser innehållade orden Computer graphics.

  1. 16. Enhancing Autodesk Maya´s rendering capabilities: : Development and integration of a real-time render plug-in incorporating the extended feature of Toon-Shading

    Kandidat-uppsats, Blekinge Tekniska Högskola

    Författare :Zannie Karlsson; Liye Yan; [2023]
    Nyckelord :Software prototyping; Cel-shading; Shading algorithm; 3D-computer graphics; Non-photorealistic rendering technique;

    Sammanfattning : Background- Autodesk Maya is by its long existence one of the most established 3D-modeling software that enables users to create meshes and the software can handle a majority of processes associated with graphic models, animation, and rendering. Although there are arguably different third-party plug-ins that can be used to enhance the efficiency of Maya. LÄS MER

  2. 17. Improving the Accuracy of FFT-based GPGPU Ocean Surface Simulations

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Jacob Eriksson; Joakim Wingård; [2022-12-01]
    Nyckelord :computer graphics; 3D graphics; real-time rendering; Fourier transform; FFT; simulation; GPGPU; interactive; ocean wave spectrum; oceanography;

    Sammanfattning : In this paper, we explore how the current state of the art in real-time ocean simulations can be improved in terms of simulation accuracy, while preserving performance. Current methods, both in academia and in the industry, simulate an ocean model in frequency space on the GPU, convert said model on an approximately frame-byframe basis to the spatial domain using the Fourier transform, and then read back the resulting heightfield to the CPU as input to the application’s physics engine. LÄS MER

  3. 18. Most efficient Inverse Kinematics algorithm for Quadruped models : Comparing FABRIK to CCD

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Matilda Richardsson; [2022]
    Nyckelord :Inverse Kinematics; FABRIK; CCD; Quadrupeds; Computer Graphics;

    Sammanfattning : This paper compares the two heuristic inverse kinematics methods: Forward And Backward Reaching Inverse Kinematics (FABRIK) and Cyclic Coordinate Descent (CCD) in the use cases concerning quadruped models. Unoptimised versions of the two algorithms were implemented into a game engine and evaluated on a quadruped model. LÄS MER

  4. 19. Exploiting Spatial Redundancy and Approximate Computing for Area Efficient Image Compression

    Master-uppsats, Lunds universitet/Institutionen för elektro- och informationsteknik

    Författare :Saurav Arjun; [2022]
    Nyckelord :Image Compression; VLSI; Spatial redundancy; DCT; Compression; System Verilog; Technology and Engineering;

    Sammanfattning : Owing to the intensive computation involved in the Discrete Cosine Transform during image com- pression, the design of the efficient hardware architectures for fast computation of the transform has become imperative, especially for real-time applications. Although fast computation techniques have been able to minimise the hardware computation complexity to a certain limit, they could further extend the research to figure out the interesting approaches which can be implemented on applications where power, speed and area are crucial factors to determine the performance of the system. LÄS MER

  5. 20. Extending applicability of symbolic execution to uncover possible shared memory transactions in GPU programs

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Jonathan Hjort; [2022]
    Nyckelord :;

    Sammanfattning : General-purpose computing on the graphics processing unit has become popular since the cost-to-power ratio is lower for GPUs (compared to CPUs) and the programmability of the GPU has increased. CUDA is an extension of the C/C++ programming languages which enables software developers to more easily make use of the computational power of the GPUs. LÄS MER