| Titre : | Direct illumination using cube mapping technique on GPU |
| Auteurs : | HAKIMA RYM RAHAL, Auteur ; Djihane Babahenini, Directeur de thèse |
| Type de document : | Mémoire magistere |
| Editeur : | Biskra [Algérie] : Faculté des Sciences Exactes et des Sciences de la Nature et de la Vie, Université Mohamed Khider, 2021 |
| Format : | 1 vol. (71 p.) / ill. / 29 cm |
| Langues: | Anglais |
| Mots-clés: | CubeMap,DirectLighting,CalculatingTime,Quality,GPU. |
| Résumé : |
In thisthesis,wepresentaCubeMappingalgorithmviatheGPUforthe3Dcomputergra-phics irectlighting,thisalgorithmusesaspecialtypeoftexturecalledthecubemaptexture,
to calculatethedirectlightingineachpointofthescene,thistechniquecanhelpaccelerating the executiontime.Wefirstloada3Dscene,andthenwegeneratethecubemapanduseitto calculate thedirectlightingofthisscene.Thenwerenderourfinalimage.Inthestageofgenera- ting thecubemapwecoulddevelopanadvancedmethodthateliminates5renderingpassesfrom the wholeprogram,keepingonlyoneforgeneratingthecubemapplusthedisplaypass,which accelerates thecalculationtimeevenmore.Thetestresultsshowthatthemethodcangenerate the finalimageinsmallcalculatingtimewithagoodquality. |
| Sommaire : |
1.1 Introduction . .................................... 3
1.2 Radiometricquantities . .............................. 3 1.2.1 RadiantEnergy . .............................. 3 1.2.2 RadiantFlux . ............................... 4 1.2.3 RadiantExitance . ............................. 4 1.2.4 Irradiance . ................................. 4 1.2.5 RadiantIntensity . ............................. 4 1.2.6 Radiance . ................................. 4 1.3 Typesoflightsources . ............................... 5 1.3.1 DirectionalLight . ............................. 5 1.3.2 Pointlight . ................................. 5 1.3.3 AreaLight . ................................ 6 1.3.4 Spotlight . ................................. 7 1.4 DirectIllumination . ................................ 7 1.4.1 AmbientReflection . ............................ 8 1.4.2 Di?use Reflection . ............................ 9 1.4.3 SpecularReflection . ............................ 10 1.5 IndirectIllumination . ............................... 10 1.6 Conclusion . .................................... 12 2 EnvironmentMaps 14 2.1 Introduction . .................................... 14 2.2 WhyEnvironmentMaps? . ............................. 14 2.3 EnvironmentMappingTypes . ........................... 15 2.3.1 ShadowMapping . ............................. 16 2.3.2 SphereMapping . ............................. 16 2.3.3 CubeMapping . .............................. 18 2.3.3.1 Mainidea . ........................... 19 2.3.3.2 AdvantagesofCubeMapping . ................. 20 2.3.3.3 LimitsofCubeMapping . ................... 20 2.3.3.4 Relatedwork . .......................... 21 2.4 Conclusion: . .................................... 30 3 ConceptionofacubemapmethodusingGPU 32 3.1 Introduction . .................................... 32 3.2 Goals . ....................................... 32 3.3 Mainideaandmotivations . ............................ 32 3.4 GeneralArchitecture . ............................... 33 3.5 DetailedArchitecture . ............................... 34 3.5.1 Input . ................................... 34 3.5.1.1 Objects . ............................. 35 3.5.1.2 Cameracoordinates . ...................... 35 3.5.1.3 LightSource . .......................... 35 3.5.2 CubeMapping . .............................. 36 3.5.2.1 Generatingthecubemap . ................... 37 3.5.2.2 Computingtheshadows . .................... 38 3.5.2.3 Shading . ............................ 38 3.5.2.4 Displaypart . .......................... 39 3.6 Conclusion . .................................... 39 4 Implementation,resultsanddiscussion 41 4.1 Introduction . .................................... 41 4.2 Hardwareconfigurations . ............................. 41 4.3 Environnementandlibraries . ........................... 42 4.3.1 ProgrammingEnvironment(VisualStudio) . ............... 42 4.3.2 ProgrammingLanguage:C++ . ...................... 43 4.3.3 Libraries . ................................. 43 4.3.3.1 GLEW . ............................. 43 4.3.3.2 SFML . ............................. 44 4.3.3.3 Assimp . ............................. 44 4.3.3.4 GLM . .............................. 44 4.4 Implementationdetails . .............................. 45 4.4.1 Scenesinformations . ........................... 46 4.4.2 Input . ................................... 46 4.4.3 Generatingcubemap . ........................... 47 4.4.3.1 Classic . ............................. 47 4.4.3.2 Advanced . ........................... 48 4.4.4 Shadow . .................................. 51 4.4.5 Shading . .................................. 52 4.5 Resultsanddiscussion . .............................. 52 4.5.1 Results . .................................. 52 4.5.1.1 AccordingtotheFPS . ..................... 53 4.5.2 Discussion . ................................ 58 4.5.2.1 Sponza . ............................. 58 4.5.2.2 CrytekSponza . ......................... 59 4.5.2.3 Sibenik . ............................. 61 4.5.2.4 Conference . ........................... 63 4.6 Conclusion . .................................... 67 Bibliography 69 |
| Type de document : | Mémoire master |
Disponibilité (1)
| Cote | Support | Localisation | Statut |
|---|---|---|---|
| MINF/613 | Mémoire master | bibliothèque sciences exactes | Consultable |




