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Author

  • Schröder, Felix-León (2)
  • Baulig, Lukas (1)
  • Braun, Johannes (1)
  • Delgado Krämer, Pablo (1)
  • Hilbig, Lucas (1)
  • Hollmann, Trevor (1)
  • Keßelheim, Daniel (1)
  • Kingston, Michael (1)
  • Klee, Nicolas (1)
  • Korbach, Christian (1)
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Year of publication

  • 2017 (5)
  • 2019 (5)
  • 2018 (4)
  • 2015 (3)
  • 2016 (2)

Document Type

  • Bachelor Thesis (17)
  • Master's Thesis (2)

Language

  • German (17)
  • English (2)

Keywords

  • Computervisualistik (4)
  • Computergrafik (3)
  • Line Space (3)
  • Datenstruktur (2)
  • Global Illumination (2)
  • Linespace (2)
  • Path Tracing (2)
  • Raytracing (2)
  • Realistische Computergrafik (2)
  • 3D-Scan (1)
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Development of a GPGPU-based Ray Tracer (2015)
Müller, Daniel
Ray Tracing enables a close to reality rendering implementation of a modelled scene. Because of its functioning, it is able to display optical phenomena and complex lighting. Though, numerous computations per pixel have to be done. In practice implementations can not achieve computer graphics" aim of real-time rendering close to 60 frames per second. Current Graphics Processing Units (GPU) allows high execution parallelism of general-purpose computations. By using the graphics-API OpenGL this parallelism can be achieved and it is possible to design and realize a Ray-Tracer, which operates entirely on the GPU. The developed approach will be extended by an Uniform Grid - a Ray-Tracing acceleration structure. Hence, a speed-up is expected. This thesis` purpose is the implementation of Ray-Tracer, which operates completely on the GPU, and its expansion by integrating an Uniform Grid. Afterwards, the evaluation of maximum achievable performance takes place. Possible problems regarding GPU-programming will be identified and analysed.
Development of an interactive application for Android (2015)
Legat, Yessika Katrin
This thesis deals with the development of an interactive Android card game. As an example, the Hebrew game Yaniv was implemented. Focus is the elaboration of required background components and the corresponding implementation in that application. Required game processes will be screened and a possible solution will be identified.
RigidBody physics engine with collision detection on the GPU (2015)
Keßelheim, Daniel
The present work introduces a rigid-body physics engine, focusing on the collision detection by GPU. The increasing performance and accessibility of modern graphics cards ensures that they can be also used for algorithms that are meant not only for imaging. This advantage is used to implement an efficient collision detection based on particles. The performance differences between CPU and GPU are presented by using a test environment.
Eingabe und Darstellung von Noten für die musikalische Ausbildung von Kindern (2016)
Nußbaum, Svenja
A special challenge of the basic musical education of children is to give them an understanding of reading and writing musical scores. During the training of young choristers it is furthermore important to educate them in directly transforming the written scores into sounds. Therefore it is an interesting idea to play the sounds to the children via piano or keyboard and simultaneously present them on a screen in musical notation. The aim of this bachelor thesis is the implementation of such a system that allows to enter scores using a MIDI-compatible keyboard and then depicting these as musical notation. The prototype of the application operates in three steps. It receives the musical scores via keyboard in form of MIDIdatasets. These MIDI-information are converted to the MusicXML-format. Based on this MusicXML-notation the software finally generates and displays the visual output.
Light-Injection und Global Illumination mittels GPU und der Linespace Datenstruktur (2017)
Nilles, Alexander Maximilian
This thesis presents two methods for the computation of global illumination. The first is an extension of Reflective Shadow Maps with an additional shadow test in order to handle occlusion. The second method is a novel, bidirectional Light-Injection approach. Rays originating from the light source are traced through the scene and stored inside the shafts of the Linespace datastructure. These shafts are a discretization of the possible spatial directions. The Linespaces are embedded in a Uniform Grid. When retrieving this pre-calculated lightning information no traversal of datastructures and no additional indirection is necessary in the best-case scenario. This reduces computation time and variance compared to Pathtracing. Areas that are mostly lit indirectly and glas profit the most from this. However, the result is only approximative in nature and produces visible artifacts.
Darstellung von Halbschatten durch Verwendung des "Cascaded Linespace"-Verfahrens (2016)
Klee, Nicolas
This thesis presents an approach to optimizing the computation of soft shadows from area lights. The light source is sampled uniformly by traversing shadow rays as packets through an N-tree. This data structure stores an additional line space for every node. A line space stores precomputed information about geometry inside of shafts from one to another side of the node. This visibility information is used to terminate a ray. Additionally the graphics processing unit (short GPU) is used to speed up the computations through parallelism. The scene is rendered with OpenGL and the shadow value is computed on the GPU for each pixel. Evaluating the implementation shows a performance gain of 86% by comparison to the CPU, if using the GPU implementation. Using the line space instead of triangle intersections also increases the performance. The implementation provides good scaling with an increasing amount of triangles and has no visual disadvantages for many rays.
Global Illumination using GPU Path Tracing and the Line Space datastructure (2017)
Schröder, Felix-León
This thesis presents a novel technique in computer graphics to simulate realtime global illumination using path tracing. Path tracing is done with compute shaders on the graphics card (GPU) to perform rendering in a highly parallelized manner. To improve the overall performance of tracing rays, the Line Space is used as an acceleration data structure in different variations, resulting in better empty space skipping. The Line Space saves scene information based on a previous voxelization in direction-dependent shafts and is generated and traversed on the GPU. With this procedure, indirect lighting and soft shadows can be computed in a physically correct way. Furthermore, using the Line Space, path tracing can be performed mostly independent of the complexity of the scene geometry with over 100 frames per second, which is truly real-time and much faster than using a comparable voxel grid. The image quality is not affected negatively by this technique and the shadow quality is in most cases much better compared to shadow-mapping.
Extension of a GPU-based raytracer to local linespaces (2017)
Korbach, Christian
This thesis presents the use of a local linespace data structure, which is designed and implemented on the basis of an existing GPU-based raytra- cer with a global linespace data structure. For each scene object, an N-tree is generated whose nodes each have a linespace. This saves informations about existing geometry in its shafts. A shaft represents a volume between two faces on the outside of the node. This allows a faster skipping of em- pty spaces during raytracing. Identical objects can access already calcula- ted linespaces, which can reduce the memory requirement by up to 94.13% and the initialization time of the datastructure by up to 97.15%. Due to the local access possibilities dynamic scenes can be visualized. An increase in quality can also be observed.
BVH- und Line-Space-Kombination zur Pathtracing-Beschleunigung (2017)
Braun, Johannes
This thesis tests several methods and measures in pathtracing for selecting either the Line Space or the Bounding Volume Hierarchy data structure to make use of the advantages of both. The structures are defined locally around each object and each Line Space shaft contains one candidate ID each. All implementation is done as a C++ and OpenGL framework with compute shaders handling the pathtracing and Line Space generation. The measures include the probability distribution, the effect dependency, as well as a distance threshold and are tested against several different scenes. In most situations, the results show a noticeable increase in performance, partly only with minor visual differences, with the probability measure producing the highest quality images for a given performance. The fundamental problems of the Line Space concering the high memory consumption and a long generation time compared to the BVH still persist, despite the object local structure, a minimal amount of data per shaft and the compute shader implementation.
Development of an Entity Component System Architecture for Realtime Simulation (2019)
Hollmann, Trevor
The development of a game engine is considered a non-trivial problem. [3] The architecture of such simulation software must be able to manage large amounts of simulation objects in real-time while dealing with “crosscutting concerns” [3,p. 36] between subsystems. The use of object oriented paradigms to model simulation objects in class hierarchies has been reported as incompatible with constantly changing demands during game development [2, p. 9], resulting in anti-patterns and eventual, messy refactoring.[13] Alternative architectures using data oriented paradigms revolving around object composition and aggregation have been proposed as a result. [13, 9, 1, 11] This thesis describes the development of such an architecture with the explicit goals to be simple, inherently compatible with data oriented design, and to make reasoning about performance characteristics possible. Concepts are formally defined to help analyze the problem and evaluate results. A functional implementation of the architecture is presented together with use cases common to simulation software.
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