by Radek Oslejšek, A full version of the paper presented at WSCG 2008 December 2008, 17 pages.
FIMU-RS-2008-11. Available as Postscript, PDF.
Graphics systems use many advanced techniques that enable to model and visualize a virtual scene with varying level of realism. Unfortunately, the huge collection of existing rendering algorithms significantly differ in the way how a virtual scene is processed. Concrete implementations therefore usually lead to monolithic solutions. In this paper we present a component-based virtual scene with unified interface exploitable by many rendering strategies. Moreover, proposed approach does not dictate internal implementation of the scene. One implementation can be therefore reused by many rendering algorithms and, vice versa, the scene can be easily replaced by another implementation, even at runtime.
by Ivan Kopeček, Radek Oslejšek, Jaromír Plhák, Fedor Tiršel, December 2008, 16 pages.
FIMU-RS-2008-10. Available as Postscript, PDF.
This report presents a brief outline of the GATE (= Graphics Accessible to Everyone) project architecture and an analysis of some problems and approaches connected to the detection and annotation of graphical objects in raster images. It also mentions some experiments concerning the object detection and annotation. Some examples and illustrations are presented as well.
by Radek Oslejšek, December 2000, 12 pages.
FIMU-RS-2000-13. Available as Postscript, PDF.
Bounding Volume Hierarchies are very popular structures for objects storage of virtual scenes. In this article various OO models of BVH are analysed and described using UML. The first part compares bounding volume hierarchy with virtual scene representation from point of view of their management. The second part is focused on relationships between class hierarchies of scene graph and BVH.
by Jiří Sochor, Radek Oslejšek, December 1998, 17 pages.
FIMU-RS-98-08. Available as Postscript, PDF.
The paper presents several examples of object-oriented graphics architectures derived from OO Testbed for Global Illumination. A new architecture based on explorer-with-map paradigm is described and projected on serial HW architecture of Cohen&Demetrecsu.