Sökning: "mesh shaders"

Hittade 5 uppsatser innehållade orden mesh shaders.

  1. 1. Smooth Particle Ribbons Through Hardware Accelerated Tessellation

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

    Författare :Oliver Eriksson; [2022]
    Nyckelord :particles; tessellation; b-spline; mesh shaders;

    Sammanfattning : Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize flow. To create detailed smooth particle ribbons this work combines tessellation and B-splines, which gives smooth surfaces with contiguous normals. LÄS MER

  2. 2. 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

  3. 3. 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

  4. 4. Procedural Modeling of Rocks

    Magister-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Anders Söderlund; [2015]
    Nyckelord :;

    Sammanfattning : Gaming and other virtual environments are a big part of today's society, but manual modeling of terrains used in such environments can be a lengthy and tedious process. This thesis serves to explore a few methods of procedurally generating models of rocks or boulders that could be used in such contexts. This includes geometry and shading. LÄS MER

  5. 5. Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids

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

    Författare :Kristoffer Lindström; [2011]
    Nyckelord :marching cubes; directx; compute shader; animation; terrain;

    Sammanfattning : Visualization of volumetric data has always been useful in big va- riety of ways, for example computer tomography (CT) and magnet resonance tomography (MRT) are two major applications of this sorts of algorithms. Since volumetric data has no limitation regarding the shape of the object that ordinary mesh algorithms has we can fully reconstruct anything using the Marching cubes algorithm. LÄS MER