10 research outputs found

    Ambient Occlusion on Mobile: an empirical comparison

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    In this thesis, we study the feasibility of screen space ambient occlusion on a range of mobile devices. We implement several of the most popular techniques and propose two rendering pipelines, a custom algorithm and an optimisation that can be applied to any algorithm to speed up computation times

    A software framework for the development of projection-based augmented reality systems

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    Despite the large amount of methods and applications of augmented reality, there is little homogenization on the software platforms that support them. An exception may be the low level control software that is provided by some high profile vendors such as Qualcomm and Metaio. However, these provide fine grain modules for e.g. element tracking. We are more concerned on the application framework, that includes the control of the devices working together for the development of the AR experience. In this paper we present a software framework that can be used for the development of AR applications based on camera-projector pairs, that is suitable for both fixed, and nomadic setups.Peer ReviewedPostprint (author's final draft

    Ambient Occlusion on Mobile: an empirical comparison

    No full text
    In this thesis, we study the feasibility of screen space ambient occlusion on a range of mobile devices. We implement several of the most popular techniques and propose two rendering pipelines, a custom algorithm and an optimisation that can be applied to any algorithm to speed up computation times

    GPU Terrain Generation and Voxel Engines in Haskell

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    GPU Terrain Generation and Voxel Engines in Haskell

    No full text

    Ambient Occlusion on Mobile: an empirical comparison

    No full text
    In this thesis, we study the feasibility of screen space ambient occlusion on a range of mobile devices. We implement several of the most popular techniques and propose two rendering pipelines, a custom algorithm and an optimisation that can be applied to any algorithm to speed up computation times

    GPU Terrain Generation and Voxel Engines in Haskell

    No full text

    Development of general-purpose projection-based augmented reality systems

    No full text
    Despite the large amount of methods and applications of augmented reality, there is little homogenizatio n on the software platforms that support them. An exception may be the low level control software that is provided by some high profile vendors such as Qualcomm and Metaio. However, these provide fine grain modules for e.g. element tracking. We are more co ncerned on the application framework, that includes the control of the devices working together for the development of the AR experience. In this paper we describe the development of a software framework for AR setups. We concentrate on the modular design of the framework, but also on some hard problems such as the calibration stage, crucial for projection - based AR. The developed framework is suitable and has been tested in AR applications using camera - projector pairs, for both fixed and nomadic setups.Peer ReviewedPostprint (author's final draft

    A software framework for the development of projection-based augmented reality systems

    No full text
    Despite the large amount of methods and applications of augmented reality, there is little homogenization on the software platforms that support them. An exception may be the low level control software that is provided by some high profile vendors such as Qualcomm and Metaio. However, these provide fine grain modules for e.g. element tracking. We are more concerned on the application framework, that includes the control of the devices working together for the development of the AR experience. In this paper we present a software framework that can be used for the development of AR applications based on camera-projector pairs, that is suitable for both fixed, and nomadic setups.Peer Reviewe

    Development of general-purpose projection-based augmented reality systems

    No full text
    Despite the large amount of methods and applications of augmented reality, there is little homogenizatio n on the software platforms that support them. An exception may be the low level control software that is provided by some high profile vendors such as Qualcomm and Metaio. However, these provide fine grain modules for e.g. element tracking. We are more co ncerned on the application framework, that includes the control of the devices working together for the development of the AR experience. In this paper we describe the development of a software framework for AR setups. We concentrate on the modular design of the framework, but also on some hard problems such as the calibration stage, crucial for projection - based AR. The developed framework is suitable and has been tested in AR applications using camera - projector pairs, for both fixed and nomadic setups.Peer Reviewe
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