Sökning: "Compute shader"

Visar resultat 6 - 10 av 19 uppsatser innehållade orden Compute shader.

  1. 6. Efficient generation and rendering of tube geometry in Unreal Engine : Utilizing compute shaders for 3D line generation

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

    Författare :Platon Woxler; [2021]
    Nyckelord :Computer Graphics; Mesh Models; General-Purpose Computing on Graphics Processing Units GPGPU ; Datorgrafik; Mesh-modeller; Beräkningar på Grafikprocessorer för Generella Användningsområden;

    Sammanfattning : Massive graph visualization in an immersive environment, such as virtual reality (VR) or Augmented Reality (AR), has the possibility to improve users’ understanding when exploring data in new ways. To make the most of a visualization, such as this, requires interactive components that are fast enough to accommodate interactivity. LÄS MER

  2. 7. Particle Simulation using Asynchronous Compute : A Study of The Hardware

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Kim Enarsson; [2020]
    Nyckelord :Asynchronous Compute; Particle Simulation; Multi-Engine; DirectX; Async Compute; Asynchronous Compute; Partikel Simulering; Multi-Engine; DirectX; Async Compute;

    Sammanfattning : 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. LÄS MER

  3. 8. Volume rendering with Marching cubes and async compute

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Max Lukas Tlatlik; [2019]
    Nyckelord :Volume rendering; async compute; multi-engine;

    Sammanfattning : With the addition of the compute shader stage for GPGPU hardware it has becomepossible to run CPU like programs on modern GPU hardware. The greatest benefit can be seen for algorithms that are of highly parallel nature and in the case of volume rendering the Marching cubes algorithm makes for a great candidate due to its simplicity and parallel nature. LÄS MER

  4. 9. Real-time Terrain Deformation with Isosurface Algorithms

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Olle Nässén; Edvard Leiborn; [2019]
    Nyckelord :Isosurface; Marching Cubes; Terrain Deformation; OpenGL; Compute Shader;

    Sammanfattning : Background. Being able to modify virtual environments can create immersive experiences for video-game players. Storing data as volumetric scalar fields allows for highly modifiable 3D environments that can be converted into GPU-friendly triangles with isosurface algorithms. LÄS MER

  5. 10. Skeletal Animation Optimization Using Mesh Shaders

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Författare :Peyman Torabi; [2019]
    Nyckelord :Turing Mesh Shaders; Skeletal Animation; Skinning; Turing Mesh Shaders; Skeletal Animation; Skinning.;

    Sammanfattning : Background. In this thesis a novel method of skinning a mesh utilizing Nvidia’sTuring Mesh Shader pipeline is presented. Skinning a mesh is often performed with a Vertex Shader or a Compute Shader. LÄS MER