Sökning: "Octrees"

Visar resultat 1 - 5 av 6 uppsatser innehållade ordet Octrees.

  1. 1. Semantic UFOMap : Semantic Information in Octree Occupancy Maps

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

    Författare :Edvin von Platen; [2021]
    Nyckelord :Mapping; Octrees; RGB-D perception; Motion and path planning; Semantics; Robots.; Kartläggning; Octree; Färg- och djupperception; Rörelse- och vägplannering; Semantik; Robotar.;

    Sammanfattning : Many autonomous robots operating in unknown and unstructured environments rely on building a dense 3D map of it during exploration. What tasks the robot can perform depends on the information stored in this map. LÄS MER

  2. 2. 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

  3. 3. Comparing 3D-Clipmaps and Sparse Voxel Octrees for voxelbased cone tracing

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

    Författare :Tomas Möre; Gustav Schneider; [2018]
    Nyckelord :;

    Sammanfattning : Voxel based cone tracing is a promising approach to approximate globalillumination for real-time applications. This technique utilizes a voxelfield approximating the original scene to retrieve the necessary radi-ance information during sampling. The simplest approach to creat-ing a voxel field is to use a 3D texture. LÄS MER

  4. 4. View-Dependent Collision Detection and Response Using Octrees

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Författare :Albin Hermansson; [2016]
    Nyckelord :Collision; Octree; Pixel Area; Level-of-Detail; LoD;

    Sammanfattning : Context. Collision is a basic necessity in most simulated environments, especially video games, which demand user interaction. Octrees are a way to divide the simulated environments into smaller, more manageable parts,and is a hierarchical tree-structure, where each node has eight children. LÄS MER

  5. 5. Real-time screen space reflections and refractions using sparse voxel octrees

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Institutionen för datavetenskap

    Författare :Filip Nilsson; [2015]
    Nyckelord :Sparse octree; voxel; ray tracer; reflection; refraction; Technology and Engineering;

    Sammanfattning : This thesis explores the data structure known as sparse voxel octree and how it can improve the performance of real-time ray tracing. While ray tracing is an excellent way of producing realistic effects in computer graphics it is also very computationally heavy. LÄS MER