Sökning: "Vertex shader"

Visar resultat 1 - 5 av 8 uppsatser innehållade orden Vertex shader.

  1. 1. Interactive Visualization of Air Traffic in OpenSpace

    Master-uppsats, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Författare :Adrian Andersson; Joel Paulsson; [2021]
    Nyckelord :;

    Sammanfattning : This thesis report presents a master’s thesis project in Media Technology by two students from Linköping University, Sweden. The project was implemented in collaboration with the Visualization Center C and Linköping University during the spring of 2021 resulting in the creation and development of two spatiotemporal visualizations featuring air traffic data in the OPENSPACE software. LÄS MER

  2. 2. 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

  3. 3. Per-face parameterization for Texture Mapping of Geometry in Real-Time

    Uppsats för yrkesexamina på avancerad nivå, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolan

    Författare :Johan Noren; [2014]
    Nyckelord :meshcolors; mesh; colors; uv; texture; texturemapping; parametrization; dice; frostbite; mt; Datateknik; Datateknik;

    Sammanfattning : We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. LÄS MER

  4. 4. Deferred rendering using Compute shaders

    Kandidat-uppsats, Blekinge Tekniska Högskola/Sektionen för datavetenskap och kommunikation

    Författare :Benjamin Golba; [2010]
    Nyckelord :Deferred rendering; DirectX; Direct3D; Vertex shader; Pixel shader; Compute shader;

    Sammanfattning : 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. LÄS MER

  5. 5. HaGPipe : Programming the graphics pipeline in Haskell

    Uppsats för yrkesexamina på avancerad nivå, Akademin för innovation, design och teknik

    Författare :Tobias Bexelius; [2009]
    Nyckelord :Haskell; GPU; graphics; functional programming; shaders;

    Sammanfattning :   In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. LÄS MER