Sökning: "octree"
Visar resultat 6 - 10 av 27 uppsatser innehållade ordet octree.
6. Real-time rendering and dynamics of sparse voxel octree clouds
Master-uppsats, Lunds universitet/Institutionen för datavetenskapSammanfattning : .... LÄS MER
7. Optimization Methods for Direct Volume Rendering on the Client Side Web
Master-uppsats, Linköpings universitet/InformationskodningSammanfattning : Volume visualization has been made available on the web using the Direct Volume Rendering (DVR) technique, powered by the WebGL 1 API. While the technique produces visually pleasing output, the performance of the prototypes that implement this leave much desired. 2017 saw the release of the next version of WebGL, WebGL 2. LÄS MER
8. Utvärdering av algoritmer för bred kollisionsdetektering med hjälp av Boids algoritm
Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologiSammanfattning : Denna studie gick ut på att jämföra tre olika algoritmer som har använts för bred kollisionsdetektering, dessa algoritmer var Kd-tree, Octree och Sweep and prune. Kd-tree och Octree är spatiala datastrukturer, d.v.s. LÄS MER
9. Interactive out-of-core rendering and filtering of one billion stars measured by the ESA Gaia mission
Master-uppsats, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakultetenSammanfattning : The purpose of this thesis was to visualize the 1.7 billion stars released by the European Space Agency, as the second data release (DR2) of their Gaia mission, in the open source software OpenSpace with interactive framerates and also to be able to filter the data in real-time. LÄS MER
10. Particle Systems : A Comparison Between Octree-based and Screen Space Particle Collision
Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för kreativa teknologierSammanfattning : Background. Real-time applications like video games use particle systems for special effects to add visual aesthetics and realism. However, when complex behaviour that requires interaction between particles and geometry is desired, problems arise. The developer has to choose between having consistent and precise collisions or higher performance. LÄS MER