Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Interactive editing of complex terrains on parallel graphics architectures
Download
index.pdf
Date
2009
Author
Gün, Ufuk
Metadata
Show full item record
Item Usage Stats
185
views
97
downloads
Cite This
Rendering large terrains on large screens at interactive frame rates is a challenging area of computer graphics. In the last decade, real-time terrain rendering on large screens played a significant role in various simulations and virtual reality systems. To fulfill the demand of these systems, two software tools are developed. The first tool is a Terrain Editor that creates and manipulates large terrains. The second is a Multi-Display Viewer that displays the created terrains on multiple screens. Since the typical large terrains consist of many polygons, graphics boards might have difficulties in rendering the terrain at interactive frame rates. The common solution to this problem is to use terrain simplification without losing image quality. To this purpose, in this study, a paged level of detail mechanism that works with multiple threads is developed and integrated on multiple screen display systems to increase the performance of the high resolution systems.
Subject Keywords
Computer enginnering.
,
Computer software.
URI
http://etd.lib.metu.edu.tr/upload/12611158/index.pdf
https://hdl.handle.net/11511/18952
Collections
Graduate School of Natural and Applied Sciences, Thesis
Suggestions
OpenMETU
Core
3D face reconstruction using stereo vision
Dikmen, Mehmet; Halıcı, Uğur; Department of Electrical and Electronics Engineering (2006)
3D face modeling is currently a popular area in Computer Graphics and Computer Vision. Many techniques have been introduced for this purpose, such as using one or more cameras, 3D scanners, and many other systems of sophisticated hardware with related software. But the main goal is to find a good balance between visual reality and the cost of the system. In this thesis, reconstruction of a 3D human face from a pair of stereo cameras is studied. Unlike many other systems, facial feature points are obtained a...
Efficient rendering of complex scenes on heterogeneous parallel architectures
Yıldırım Kalkan, Gökçe; İşler, Veysi; Department of Computer Engineering (2014)
In computer graphics, generating high-quality images at high frame rates for rendering complex scenes is a challenging task. A well-known approach to tackling this important task is to utilize parallel processing through distributing rendering and simulation tasks to different processing units. In this thesis, several methods of distributed rendering architectures are investigated, and the bottlenecks in distributed rendering are analyzed. Based on this analysis, guidelines for distributed rendering in a ne...
Acceleration of direct volume rendering with texture slabs on programmable graphics hardware
Yalım, Hacer; Coşar, Ahmet; Department of Computer Engineering (2005)
This thesis proposes an efficient method to accelerate ray based volume rendering with texture slabs using programmable graphics hardware. In this method, empty space skipping and early ray termination are utilized without performing any preprocessing on CPU side. The acceleration structure is created on the fly by making use of depth buffer efficiently on Graphics Processing Unit (GPU) side. In the proposed method, texture slices are grouped together to form a texture slab. Rendering all the slabs from fro...
Massive crowd simulation with parallel processing
Yılmaz, Erdal; İşler, Veysi; Department of Information Systems (2010)
This thesis analyzes how parallel processing with Graphics Processing Unit (GPU) could be used for massive crowd simulation, not only in terms of rendering but also the computational power that is required for realistic simulation. The extreme population in massive crowd simulation introduces an extra computational load, which is quite difficult to meet by using Central Processing Unit (CPU) resources only. The thesis shows the specific methods and approaches that maximize the throughput of GPU parallel com...
Acceleration of direct volume rendering with programmable graphics hardware
Yalim Keles, Hacer; Es, Alphan; İşler, Veysi (Springer Science and Business Media LLC, 2007-01-01)
We propose a method to accelerate direct volume rendering using programmable graphics hardware (GPU). In the method, texture slices are grouped together to form a texture slab. Rendering non-empty slabs from front to back viewing order generates the resultant image. Considering each pixel of the image as a ray, slab silhouette maps (SSMs) are used to skip empty spaces along the ray direction per pixel basis. Additionally, SSMs contain terminated ray information. The method relies on hardware z-occlusion cul...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
U. Gün, “Interactive editing of complex terrains on parallel graphics architectures,” M.S. - Master of Science, Middle East Technical University, 2009.