"Point Cloud Rendering System" . . . "26230" . . "Point Cloud Rendering System"@en . . "The demo program realize progressive rendering of points of given model. Every point (with specific centre and normal vector in 3D space, size and material index) passes through the transformation and rendering pipeline. This can be divided into a number of partial steps:\u00A0 \u00A0\u00A0\u00A0- Transformation of points and normal vectors from 3D space into the 2D \u00A0\u00A0\u00A0- Selection of particular shape of the particle from the table and evaluation \u00A0\u00A0\u00A0\u00A0\u00A0of Phong shading model coefficients base on the normal vector direction \u00A0\u00A0\u00A0- Encoding shape, position and shading model coefficients of particle into the \u00A0\u00A0\u00A0\u00A0\u00A0instruction word \u00A0\u00A0\u00A0- Execute given instruction - evaluation of illumination and rendering of \u00A0\u00A0\u00A0\u00A0\u00A0particle into the frame buffer \u00A0\u00A0\u00A0\u00A0\u00A0Result of process described above is a scene containing well illuminated \u00A0\u00A0\u00A0\u00A0\u00A0model. This scene is shown in the window of operating system. Moreover, the \u00A0\u00A0\u00A0\u00A0\u00A0program can perform an animation. Then for each frame of such animatio" . . "Particles, Point cloud, Phongs shading model, Hardware acceleration"@en . "Zem\u010D\u00EDk, Pavel" . . "P(LC06008)" . . . . "Herout, Adam" . "Demonstra\u010Dn\u00ED program je implementov\u00E1n v jazyce C++ s vyu\u017Eit\u00EDm knihovny\u00A0OpenCV\u00A0pro zobrazov\u00E1n\u00ED vykreslovan\u00FDch sc\u00E9n (v\u010Detn\u011B n\u00E1sledn\u00E9 animace) a vytv\u00E1\u0159en\u00ED jednoduch\u00E9ho\u00A0multiplatformn\u00EDho\u00A0u\u017Eivatelsk\u00E9ho rozhran\u00ED.\u00A0Vstupem programu je" . . "RIV/00216305:26230/10:PR25245" . "Point Cloud Rendering System"@en . . . . "Mar\u0161\u00EDk, Luk\u00E1\u0161" . "3"^^ . "Point Cloud Rendering System" . "The demo program realize progressive rendering of points of given model. Every point (with specific centre and normal vector in 3D space, size and material index) passes through the transformation and rendering pipeline. This can be divided into a number of partial steps:\u00A0 \u00A0\u00A0\u00A0- Transformation of points and normal vectors from 3D space into the 2D \u00A0\u00A0\u00A0- Selection of particular shape of the particle from the table and evaluation \u00A0\u00A0\u00A0\u00A0\u00A0of Phong shading model coefficients base on the normal vector direction \u00A0\u00A0\u00A0- Encoding shape, position and shading model coefficients of particle into the \u00A0\u00A0\u00A0\u00A0\u00A0instruction word \u00A0\u00A0\u00A0- Execute given instruction - evaluation of illumination and rendering of \u00A0\u00A0\u00A0\u00A0\u00A0particle into the frame buffer \u00A0\u00A0\u00A0\u00A0\u00A0Result of process described above is a scene containing well illuminated \u00A0\u00A0\u00A0\u00A0\u00A0model. This scene is shown in the window of operating system. Moreover, the \u00A0\u00A0\u00A0\u00A0\u00A0program can perform an animation. Then for each frame of such animatio"@en . "http://www.fit.vutbr.cz/research/view_product.php.cs?id=166" . . . "3"^^ . . . "RIV/00216305:26230/10:PR25245!RIV11-MSM-26230___" . . . "[ECE843D9FA7E]" . "PointCloudRenderingSystem" . "279543" . .