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Zoltán Simon

C:\> Research

Here you can read about my research. My research projects are mostly computer graphics related.

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C:\> Visualization of relativistic phenomena

Special relativity describes many phenomena, not observable in everyday life. We present an educational application, which helps to understand these effects. It models vision of objects travelling close to the speed of light. e. g. it visualizes length contraction, time dilatation, relativistic Doppler effect. It considers the path of light between the object and our eye, but it also presents an opportunity to visualize events happening simultaneously as well. It allows to switch between Lorentz and Galilean transformation, so we can compare Einstein's and Newton's model. It serves with a three-dimensional space-time diagram, on which we have a chance to further analyse the movement of objects.

Relativistic phenomena Relativistic phenomena
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C:\> Implementation of volume rendering algorithms on graphics hardware

The following is my BSc thesis written as a student at the Electrical Engineering and Informatics Faculty, Budapest University of Technology and Economics. Topic of this thesis is implementation of volume rendering algorithms on the graphics hardware. We examine ray casting and texture slicing methods. We present the mathematical model necessary for volume rendering. Besides the thesis we have also created a rendering application capable of rendering volumetric data. We present the architecture of this software on different abstraction levels. We discuss some possible optimalisation techniques. We make some notes about the reduction of the bounding box. There is a part about bettering the volume sampling quality. For this purpose, we use trilinear interpolation with correction. We survey the relevant scientific literature. We write about the implementation details of the used algorithms. We analyze the complete program and showcase the rendered images. Finally, we discuss the results of the complete work.

Volumetric rendering Volumetric rendering Volumetric rendering
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C:\> Homebrew Graphics Engine

Real-time graphics engines visualize virtual scenes with complex lighting effects while simulating the physical interactions of the involved objects. Such engines are utilized extensively in the video game industry. A graphics engine can serve as a framework for medical visualization. Rendering computer-generated scenes is useful for scientific researchers as well. Many topics in physics or mathematics call for computer simulation and visualization to enhance the comprehensibility of a given problem. Our implementation combines existing techniques. Owing to the lucidity, modularity, and transparency of our implementation, the presented render engine currently serves as the foundation of multiple research projects and it can serv as a framework for simple video games.

HoGra screenshot HoGra screenshot
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C:\> Quantum wavepacket simulation

This is an ongoing project. We are modelling and simulating quantum phenomena in a 3D volume of space. This requires numeric approximation of the Schrödinger equation. First, we try to optimize existing methods by combining various techniques. We visualize the probability density as a translucent volume and run simulations of quantum phenomena such as electron diffraction, tunneling or double-slit experiment. More about our work will be added later. We are super excited to see how this research evolves over time. Wish us good luck! ;)

Simulation of the double-slit experiment
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C:\> Pseudo-harmonic surfaces

We implemented a program that generates 3D mesh based on a modified Gordon-Wixom interpolation scheme.

Pseudo-harmonic flowers
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