| | SLO | ENG | Cookies and privacy

Bigger font | Smaller font

Show document

Title: Simulacija in vizualizacija rje Urh, Filip (Author)Strnad, Damjan (Mentor) More about this mentor... Kohek, Štefan (Co-mentor) MAG_Urh_Filip_2017.pdf (10,24 MB) Slovenian Master's thesis/paper (mb22) 2.09 - Master's Thesis FERI - Faculty of Electrical Engineering and Computer Science 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. simulacija, vizualizacija, rja, paralelizacija, OpenGL 2017 [F. Urh] Maribor 004.94:620.193(043.2) 20787478 URN:SI:UM:DK:KIMLLOKK This work is available under this license: Creative Commons Attribution Non-Commercial No Derivatives 4.0 International 289 81 KTFMB - FERI

Hover the mouse pointer over a document title to show the abstract or click on the title to get all document metadata.

Secondary language

Language: English Simulation and visualization of rust 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. simulation, visualization, rust, parallelism, OpenGL