Essays about: "deferred rendering"
Showing result 1 - 5 of 10 essays containing the words deferred rendering.
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1. Light Performance Comparison betweenForward, Deferred and Tile-basedforward rendering
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. In this experiment forward, deferred and tile-based forward rendering techniques are implemented to research about the light-rendering performance of these rendering techniques. Nowadays most games and programs contains a graphical content and this graphical content is done by using different kind of rendering operations. READ MORE
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2. Multi Sub-Pass & Multi Render-Target Shading In Vulkan : Performance Based Comparison In Real-time
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. Games today are becoming more complex in computational andgraphical areas. Companies today want to develop games with state of the artgraphics while also having complicated and complex game logic. The vast majorityof users rarely meet the computer requirements. READ MORE
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3. Multi-Volume Rendering in OpenSpace Using A-Buffers for Space Weather Visualizations
University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolanAbstract : The work described in this thesis is part of the initial development of the open-source visualization software OpenSpace, a collaborative project between Linköping University (LiU), the National Aeronautics and Space Administration (NASA) and the American Museum of Natural History (AMNH). The report covers the background and implementation of a rendering system that enables OpenSpace to interactively visualize multiple overlapping space weather events. READ MORE
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4. Real-Time Rendering of Volumetric Clouds
University essay from Lunds universitet/Institutionen för datavetenskapAbstract : Rendering volumetric clouds is a compute-intensive process which makes it difficult to use in real-time applications. At the same time, the need for volumetric clouds is evident as game developers look for new places to increase the realism of their games. READ MORE
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5. Hybrid Ray-Traced Reflections in Real-Time : in OpenGL 4.3
University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologierAbstract : Context. Reaching photo realistic results when rendering 3D graphics in real-time is a hard computational task. Ray-tracing gives results close to this but is too expensive to be run at real-time frame rates. READ MORE