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Title:Simulacija in vizualizacija rje
Authors:Urh, Filip (Author)
Strnad, Damjan (Mentor) More about this mentor... New window
Kohek, Štefan (Co-mentor)
Files:.pdf MAG_Urh_Filip_2017.pdf (10,24 MB)
 
Language:Slovenian
Work type:Master's thesis/paper (mb22)
Typology:2.09 - Master's Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V magistrskem delu preučimo pojav rje in opišemo metodi za njeno simulacijo in vizualizacijo. Na začetku razložimo postopek nastajanja rje, nato pa podrobno opišemo algoritem simulacije, ki temelji na celičnih avtomatih, in algoritem vizualizacije, ki uporablja fizikalno osnovan model Cook-Torrance. Vsakega izmed njiju implementiramo in združimo v celoto znotraj iste aplikacije. Algoritem simulacije dodatno paraleliziramo s pomočjo grafične procesne enote. To dosežemo z uporabo senčilnika za splošno namensko računanje v okviru standarda OpenGL. Na koncu predstavimo rezultate časovnih meritev obeh implementacij in pokažemo, da je paralelna skoraj dvakrat hitrejša kot zaporedna.
Keywords:simulacija, vizualizacija, rja, paralelizacija, OpenGL
Year of publishing:2017
Publisher:[F. Urh]
Source:Maribor
UDC:004.94:620.193(043.2)
COBISS_ID:20787478 Link is opened in a new window
NUK URN:URN:SI:UM:DK:KIMLLOKK
License:CC BY-NC-ND 4.0
This work is available under this license: Creative Commons Attribution Non-Commercial No Derivatives 4.0 International
Views:289
Downloads:81
Metadata:XML RDF-CHPDL DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:Simulation and visualization of rust
Abstract:In the thesis, we investigate the appearance of rust and describe two methods for its simulation and visualization. We first explain the rust formation process and then describe in detail the simulation algorithm, based on cellular automata, and the visualization algorithm, which uses the physically based Cook-Torrance model. Both algorithms are implemented and combined within the same application. The simulation algorithm is additionally parallelized using a graphic processing unit. This is achieved by using a compute shader in the OpenGL standard. In the end, we present the timing results of both implementations and show that the parallel implementation is almost twice as fast as the sequential one.
Keywords:simulation, visualization, rust, parallelism, OpenGL


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