diplomsko delo
Abstract
Pri simulaciji virtualnih svetov moramo pogosto upodobiti valujoče vodne površine, kot so reke, jezera, morja itd. Če bi sproti generirali vse točke za valovanje teh objektov, bi precej upočasnili delovanje simulacije, še posebej, če upodabljamo obsežna območja. Namesto, da generiramo tridimenzionalne valove, lahko generiramo dvodimenzionalno teksturo valovanja in jo nato na grafični procesni enoti pretvorimo v tridimenzionalno obliko, kar poveča hitrost upodabljanja ter zmanjša zasedenost centralne procesne enote in pomnilnika. V zaključnem delu smo ustvarili namizno aplikacijo, ki glede na podane parametre generira višinski zemljevid, s katerega beremo informacije za generiranje oglišč na centralni procesni enoti ali grafični procesni enoti. V primeru generiranja na grafični procesni enoti smo uporabili mozaičenje. Na koncu smo preverili časovno razliko ter kakovost prikazovanja med generiranjem na centralni procesni enoti in mozaičenjem na grafični procesni enoti. Ugotovili smo, da generiranje oglišč z mozaičenjem na grafični procesni enoti deluje veliko hitreje kot na centralni procesni enoti.
Keywords
grafična procesna enota;mozaičenje;Perlinov šum;programski vmesnik OpenGL;diplomske naloge;
Data
| Language: |
Slovenian |
| Year of publishing: |
2024 |
| Typology: |
2.11 - Undergraduate Thesis |
| Organization: |
UM FERI - Faculty of Electrical Engineering and Computer Science |
| Publisher: |
[M. Golob] |
| UDC: |
004.45(043.2) |
| COBISS: |
195247363
|
| Views: |
174 |
| Downloads: |
14 |
| Average score: |
0 (0 votes) |
| Metadata: |
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Other data
| Secondary language: |
English |
| Secondary title: |
Interactive visualization of waves using perlin noise and tesselation on the graphics processing unit |
| Secondary abstract: |
When simulating virtual worlds, we often need to render undulating water surfaces, such as rivers, lakes, seas, etc. Generating all points of undulation of the object would significantly slow down the simulation, especially if we are rendering vast areas. Instead of generating three-dimensional waves, we can generate a two-dimensional texture of undulation and then transform it into a three-dimensional object on a graphics processing unit, which increases the rendering speed and decreases the usage of central processing unit and memory. In this work, we developed a desktop application that generates a topographic map based on the provided parameters, from which we extract information for vertex generation on either the central processing unit or the graphics processing unit. In the case of generating on the graphics processing unit, we utilized tessellation. Finally, we compared the time difference and quality of display between vertex generation on the central processing unit and tessellation on the graphics processing unit. The main finding is that vertex generation through tessellation on the graphics processing unit operates significantly faster than on the central processing unit. |
| Secondary keywords: |
graphics processing unit;tessellation;Perlin noise;OpenGL; |
| Type (COBISS): |
Bachelor thesis/paper |
| Thesis comment: |
Univ. v Mariboru, Fak. za elektrotehniko, računalništvo in informatiko, Računalništvo in informacijske tehnologije |
| Pages: |
1 spletni vir (1 datoteka PDF (VIII, 27 f.)) |
| ID: |
23378568 |