Sökning: "GPU calculations"
Visar resultat 16 - 20 av 34 uppsatser innehållade orden GPU calculations.
16. Clustered Shading : Assigning arbitrarily shaped convex light volumes using conservative rasterization
Master-uppsats, Blekinge Tekniska Högskola/Institutionen för kreativa teknologierSammanfattning : Context. In this thesis, a GPU-based light culling technique performed with conservative rasterization is presented. Accurate lighting calculations are expensive in real-time applications and the number of lights used in a typical virtual scene increases as real-time applications become more advanced. LÄS MER
17. Rendering Light and Shadows for Transparent Objects
Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Institutionen för datavetenskapSammanfattning : This masters thesis presents a new approach to enable complex illuminationand shadowing for transparent objects such as glass or smoke. This is achievedby combining two algorithms which are intended to run in a real-time environment commonly found in modern computer games. LÄS MER
18. Utveckling av metodik och mjukvaraför solenergianalys i 3D-miljö
Uppsats för yrkesexamina på avancerad nivå, Uppsala universitet/Fasta tillståndets fysikSammanfattning : Creating 3D city models is a hot topic today. Achieving a well-defined 3D representation of urban environments requires large amounts of collected data combined with heavy processing of the data, both manually and automatically. The complexity makes it both expensive and time consuming to create accurate city models. LÄS MER
19. GPU Monte Carlo scatter calculations for Cone Beam Computed Tomography
Master-uppsats, KTH/Numerisk analys, NASammanfattning : A GPU Monte Carlo code for x-ray photon transport has been implemented and extensively tested. The code is intended for scatter compensation of cone beam computed tomography images. The code was tested to agree with other well known codes within 5% for a set of simple scenarios. LÄS MER
20. Physically-based fluid-particle system using DirectCompute for use in real-time games
Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för kreativa teknologierSammanfattning : Context: Fluid-particle systems are seldom used in games, the apparent performance costs of simulating a fluid-particle system discourages the developer to implement a system of such. The processing power delivered by a modern GPU enables the developer to implement complex particle systems such as fluid-particle systems. LÄS MER