{"id":44192,"date":"2026-03-10T02:58:58","date_gmt":"2026-03-10T01:58:58","guid":{"rendered":"https:\/\/www.derivaty.sk\/?p=44192"},"modified":"2026-01-05T14:03:11","modified_gmt":"2026-01-05T13:03:11","slug":"pocitacova-grafika-rendering-modelovani-a-vizualizace","status":"publish","type":"post","link":"https:\/\/www.autoskoly.sk\/news\/pocitacova-grafika-rendering-modelovani-a-vizualizace\/","title":{"rendered":"Po\u010d\u00edta\u010dov\u00e1 grafika: Rendering, modelov\u00e1n\u00ed a vizualizace"},"content":{"rendered":"<h2>Definice a rozsah po\u010d\u00edta\u010dov\u00e9 grafiky<\/h2>\n<p>Po\u010d\u00edta\u010dov\u00e1 grafika (CG) je obor informatiky a in\u017een\u00fdrstv\u00ed zam\u011b\u0159en\u00fd na tvorbu, zpracov\u00e1n\u00ed, ukl\u00e1d\u00e1n\u00ed a zobrazov\u00e1n\u00ed obrazov\u00fdch dat s vyu\u017eit\u00edm v\u00fdpo\u010detn\u00ed techniky. Zahrnuje 2D\/3D reprezentace sc\u00e9n, rendering (zobrazov\u00e1n\u00ed), interaktivn\u00ed vizualizaci, zpracov\u00e1n\u00ed obrazu, rozhran\u00ed \u010dlov\u011bk\u2013po\u010d\u00edta\u010d, multim\u00e9dia i v\u011bdeckou vizualizaci. Praktick\u00e9 aplikace zasahuj\u00ed hern\u00ed pr\u016fmysl, film, CAD\/CAM, GIS, zdravotnictv\u00ed, web, mobiln\u00ed aplikace, simulace, AR\/VR a datovou \u017eurnalistiku.<\/p>\n<h2>Rastrov\u00e1 vs. vektorov\u00e1 grafika<\/h2>\n<ul>\n<li><strong>Rastrov\u00e1 grafika:<\/strong> obraz je m\u0159\u00ed\u017eka pixel\u016f s barvou a n\u011bkdy alfou. Typicky fotografie, malba, textury, screencasty. Kl\u00ed\u010dov\u00e9 parametry: rozli\u0161en\u00ed (px), barevn\u00e1 hloubka (bpp), DPI\/PPI, komprese a barevn\u00fd prostor.<\/li>\n<li><strong>Vektorov\u00e1 grafika:<\/strong> obraz je definov\u00e1n geometri\u00ed (body, k\u0159ivky, plochy) a atributy (barvy, tahy, p\u0159echody). Ide\u00e1ln\u00ed pro loga, ikonografii, typografii, CAD v\u00fdkresy. \u0160k\u00e1lovateln\u00e1 bez ztr\u00e1ty kvality.<\/li>\n<li><strong>Hybridn\u00ed p\u0159\u00edstup:<\/strong> modern\u00ed pipeline kombinuje vektory (UI, SVG) s rastrem (textury, fotografie); v 3D je geometrie vektorizovan\u00e1 a v\u00fdsledn\u00fd framebuffer rastrov\u00fd.<\/li>\n<\/ul>\n<h2>Barevn\u00e9 modely a spr\u00e1va barev<\/h2>\n<ul>\n<li><strong>Modely:<\/strong> RGB (emitivn\u00ed displeje), CMYK (tisk), HSL\/HSV (u\u017eivatelsk\u00e1 editace), Lab\/LCH (perceptu\u00e1ln\u00ed shody), YCbCr\/YPbPr (video), XYZ (referen\u010dn\u00ed).<\/li>\n<li><strong>Barevn\u00e9 prostory:<\/strong> sRGB (webov\u00fd standard), Display P3 (\u0161ir\u0161\u00ed gamut), Adobe RGB (tisk), Rec.709\/Rec.2020 (video), ACES (film).<\/li>\n<li><strong>Spr\u00e1va barev (CMS):<\/strong> ICC profily za\u0159\u00edzen\u00ed, kalibrace a profilace monitor\u016f, 10\/12bit workflow, LUT tabulky, p\u0159evody rendering intent (perceptu\u00e1ln\u00ed, relativn\u00ed kolorimetrick\u00fd).<\/li>\n<li><strong>HDR a tone mapping:<\/strong> PQ\/HLG k\u0159ivky, sc\u00e9na vs. zobrazen\u00ed, lok\u00e1ln\u00ed tone mapping a dithering pro potla\u010den\u00ed pruhov\u00e1n\u00ed.<\/li>\n<\/ul>\n<h2>Form\u00e1ty soubor\u016f a komprese<\/h2>\n<ul>\n<li><strong>Bezeztr\u00e1tov\u00e9:<\/strong> PNG (DEFLATE, alfa), WebP-Lossless, AVIF-Lossless, TIFF (IFD, vrstvy), BMP (historick\u00e9), SVG (vektor + CSS, skripty).<\/li>\n<li><strong>Ztr\u00e1tov\u00e9:<\/strong> JPEG (DCT), JPEG XL (moderna, bezeztr\u00e1tov\u00fd i ztr\u00e1tov\u00fd re\u017eim), WebP\/AVIF (blokov\u00e9 transformace, vysok\u00e1 \u00fa\u010dinnost), HEIF\/HEIC (HEVC intra).<\/li>\n<li><strong>3D a assety:<\/strong> glTF\/GLB (web\/RT), FBX (DCC v\u00fdm\u011bna), USD\/USDZ (sc\u00e9ny, varianty), OBJ (mesh), EXR (HDR, multip\u00e1sma), DDS\/KTX (komprimovan\u00e9 textury).<\/li>\n<li><strong>Texturov\u00e1 komprese:<\/strong> BC\/ASTC\/ETC \u2013 blokov\u00e9 form\u00e1ty pro GPU, fixn\u00ed pr\u016fchodnost a ni\u017e\u0161\u00ed VRAM; volba z\u00e1vis\u00ed na c\u00edlov\u00e9 platform\u011b.<\/li>\n<\/ul>\n<h2>3D reprezentace a geometrie<\/h2>\n<ul>\n<li><strong>Polygony a meshe:<\/strong> vrcholy, norm\u00e1ly, UV sou\u0159adnice, tangenty\/bitangenty, topologie (manifold, non-manifold), LOD hierarchie.<\/li>\n<li><strong>NURBS a k\u0159ivky:<\/strong> CAD\/CAM p\u0159esn\u00e9 modely, n\u00e1sledn\u00e1 tesselace do triangl\u016f pro rendering.<\/li>\n<li><strong>Implicitn\u00ed plochy a SDF:<\/strong> pole vzd\u00e1lenost\u00ed pro rendering (ray marching), boolean operace, kompaktn\u00ed reprezentace tvar\u016f.<\/li>\n<li><strong>Voxelov\u00e9 struktury:<\/strong> volumetrick\u00e1 data, l\u00e9ka\u0159sk\u00e9 sn\u00edmky (DICOM), open-world destrukce, hashovan\u00e9 m\u0159\u00ed\u017eky.<\/li>\n<\/ul>\n<h2>Grafick\u00e1 pipeline a architektura GPU<\/h2>\n<ul>\n<li><strong>Fixed-function \u2192 programovateln\u00e1 pipeline:<\/strong> vertex \u2192 tessellation \u2192 geometry \u2192 rasterizer \u2192 fragment \u2192 v\u00fdstup. Modern\u00ed API umo\u017e\u0148uj\u00ed compute shadery, mesh\/amp shadery a ray tracing shader sady.<\/li>\n<li><strong>Pam\u011b\u0165ov\u00e1 hierarchie:<\/strong> VRAM (GDDR\/HBM), cache L2, LDS\/Shared memory, registr soubory; minimalizace p\u0159enos\u016f CPU\u2194GPU a optimalizace p\u0159\u00edstupu (coalescing, tiling).<\/li>\n<li><strong>Paralelismus:<\/strong> tis\u00edce vl\u00e1ken, SIMT\/SIMD, warp\/wavefronty; d\u016fraz na occupancy, latency hiding, minimalizaci divergence.<\/li>\n<\/ul>\n<h2>API a ekosyst\u00e9m: OpenGL, Direct3D, Vulkan, Metal, WebGPU<\/h2>\n<ul>\n<li><strong>OpenGL:<\/strong> tradi\u010dn\u00ed, okam\u017eit\u00fd i retained re\u017eim, \u0161irok\u00e1 kompatibilita; vhodn\u00fd pro nau\u010dn\u00e9 projekty a legacy.<\/li>\n<li><strong>Direct3D 11\/12:<\/strong> Windows\/Xbox; D3D12 s n\u00edzko\u00farov\u0148ovou spr\u00e1vou front, descriptor heap\u016f a explicitn\u00ed synchronizac\u00ed.<\/li>\n<li><strong>Vulkan:<\/strong> multiplatformn\u00ed, n\u00edzko\u00farov\u0148ov\u00fd, explicitn\u00ed \u0159\u00edzen\u00ed zdroj\u016f, vhodn\u00fd pro engine-level optimalizace a v\u00edcevl\u00e1knov\u00e9 command recordov\u00e1n\u00ed.<\/li>\n<li><strong>Metal:<\/strong> ekosyst\u00e9m Apple, predikteln\u00e9 ovlada\u010de, tile-based rendering.<\/li>\n<li><strong>WebGPU\/WebGL:<\/strong> grafika v prohl\u00ed\u017ee\u010di, sandbox, bezpe\u010dnost a p\u0159enositelnost; WebGPU p\u0159in\u00e1\u0161\u00ed modern\u00ed shader model (WGSL) a compute.<\/li>\n<\/ul>\n<h2>Shader programov\u00e1n\u00ed<\/h2>\n<ul>\n<li><strong>Typy shader\u016f:<\/strong> vertex (transformace), tessellation (detail), geometry (generov\u00e1n\u00ed primitiv), fragment\/pixel (barven\u00ed), compute (obecn\u00e9 v\u00fdpo\u010dty), mesh\/task (nov\u011bj\u0161\u00ed pipeline), RT shadery (raygen\/closest-hit\/any-hit\/miss).<\/li>\n<li><strong>Jazyky:<\/strong> GLSL, HLSL, MSL, WGSL; offline intermediate form\u00e1ty (SPIR-V, DXIL) a shader compile-time optimalizace.<\/li>\n<li><strong>Materi\u00e1lov\u00e9 syst\u00e9my:<\/strong> uzlov\u00e9 grafy (node-based), PBR parametry (albedo, metalness, roughness, normal, AO, emission), clearcoat, subsurface, anisotropie.<\/li>\n<\/ul>\n<h2>Rastrov\u00e1n\u00ed vs. ray tracing<\/h2>\n<ul>\n<li><strong>Rastrov\u00e1n\u00ed:<\/strong> projekce troj\u00faheln\u00edk\u016f do obrazov\u00e9 roviny, Z-buffer, rychl\u00e9 pro real-time. St\u00ednov\u00e1n\u00ed skrze shadow maps, SSR, screen-space efekty.<\/li>\n<li><strong>Ray tracing:<\/strong> sledov\u00e1n\u00ed paprsk\u016f, akcelera\u010dn\u00ed struktury BVH\/SAH, glob\u00e1ln\u00ed iluminace, p\u0159esn\u00e9 odrazy a lom; v real-time \u010dasto hybridn\u00ed kombinace s rasterem (RT st\u00edny\/odrazy + raster Z-pass).<\/li>\n<li><strong>Denoising a rekonstrukce:<\/strong> spatio-tempor\u00e1ln\u00ed filtry (TAA), NRD\/Optix-like denoisery, reprojekce a upscaling (DLSS\/FSR\/XeSS) pro vysokou kvalitu p\u0159i ni\u017e\u0161\u00edm vzorkov\u00e1n\u00ed.<\/li>\n<\/ul>\n<h2>Osv\u011btlen\u00ed a fyzik\u00e1ln\u011b zalo\u017een\u00e9 renderov\u00e1n\u00ed (PBR)<\/h2>\n<ul>\n<li><strong>BRDF\/BTDF modely:<\/strong> Lambert, Oren\u2013Nayar, Cook\u2013Torrance (GGX), Fresnel (Schlick), mikrofacety, NDF a geometristika (Smith).<\/li>\n<li><strong>IBL a Light Probes:<\/strong> p\u0159edvypo\u010d\u00edtan\u00e9 environment mapy (cubemap), prefiltering pro r\u016fzn\u00e9 drsnosti, irradiance SH.<\/li>\n<li><strong>St\u00edny:<\/strong> PCF\/PCSS, cascaded shadow maps, VSM\/EVSM, moment shadow maps.<\/li>\n<\/ul>\n<h2>Sampling, aliasing a filtrace<\/h2>\n<ul>\n<li><strong>Nyquist\u016fv limit:<\/strong> nedostate\u010dn\u00e9 vzorkov\u00e1n\u00ed \u2192 aliasing; \u0159e\u0161en\u00ed: supersampling, multisampling (MSAA), TAA, analytick\u00e9 filtry (Mitchell, Lanczos).<\/li>\n<li><strong>Texturov\u00e1n\u00ed:<\/strong> mipmapping, anizotropn\u00ed filtrace, normal\/parallax\/relief mapping, trimov\u00e1n\u00ed UV \u0161v\u016f a texel density.<\/li>\n<li><strong>Rekonstrukce:<\/strong> tempor\u00e1ln\u00ed akumulace, jitter kamery, motion vectors, adaptivn\u00ed sampling.<\/li>\n<\/ul>\n<h2>Zpracov\u00e1n\u00ed obrazu (image processing) a po\u010d\u00edta\u010dov\u00e9 vid\u011bn\u00ed<\/h2>\n<ul>\n<li><strong>Operace v prostoru a frekvenci:<\/strong> konvoluce, Gauss\/DoG, Sobel\/Canny, FFT, dekonvoluce a deblurring.<\/li>\n<li><strong>HDR pipeline:<\/strong> exposure, white balance, bloom, color grading, filmic k\u0159ivky, dithering a grain.<\/li>\n<li><strong>Segmentace a detekce:<\/strong> prahov\u00e1n\u00ed, morfologie, Houghova transformace; v ML \u00e9\u0159e U-Net\/Mask R-CNN pro semantick\u00e9 vrstvy a AR kompozit.<\/li>\n<\/ul>\n<h2>UI\/UX a typografie v po\u010d\u00edta\u010dov\u00e9 grafice<\/h2>\n<ul>\n<li><strong>Rasterizace p\u00edsma:<\/strong> hinting, subpixel (RGB stripe), SDF fonty pro \u0161k\u00e1lovateln\u00e9 UI, kerning a ligatury.<\/li>\n<li><strong>Kontrast a p\u0159\u00edstupnost:<\/strong> WCAG kontrastn\u00ed pom\u011bry, barvoslep\u00e9 palety (Deuteranopie\/Protanopie), velikost a \u010ditelnost na r\u016fzn\u00fdch DPI.<\/li>\n<li><strong>Vektor na webu:<\/strong> SVG s CSS animacemi, interaktivita skrze DOM a ARIA role.<\/li>\n<\/ul>\n<h2>Webov\u00e9 technologie: Canvas, WebGL a WebGPU<\/h2>\n<ul>\n<li><strong>Canvas 2D:<\/strong> okam\u017eit\u00e9 vykreslov\u00e1n\u00ed pro grafy, hry, editorov\u00e9 n\u00e1stroje; d\u016fraz na batching a redukci p\u0159epis\u016f.<\/li>\n<li><strong>WebGL:<\/strong> GPU akcelerace ve webu, shadery v GLSL ES; pozor na bezpe\u010dnost (origin policy, zdrojov\u00e9 mapy textur).<\/li>\n<li><strong>WebGPU:<\/strong> modern\u00ed backend s explicitn\u00ed spr\u00e1vou a compute; vhodn\u00fd pro vizualizace velk\u00fdch dat a ML inference.<\/li>\n<\/ul>\n<h2>AR\/VR a prostorov\u00e1 zobrazen\u00ed<\/h2>\n<ul>\n<li><strong>Stereo rendering:<\/strong> dv\u011b projekce, reprojekce a warping pro n\u00edzkou latenci, foveated rendering s eye-trackingem.<\/li>\n<li><strong>Tracking a SLAM:<\/strong> kombinace IMU a kamer, reprojek\u010dn\u00ed chyba, mapov\u00e1n\u00ed prost\u0159ed\u00ed, occlusion masky.<\/li>\n<li><strong>UX specifika:<\/strong> komfort (IPD, framerate &gt;= 90 Hz), motion sickness, interak\u010dn\u00ed metafory (graby, raycast).<\/li>\n<\/ul>\n<h2>ML v po\u010d\u00edta\u010dov\u00e9 grafice<\/h2>\n<ul>\n<li><strong>Neural rendering:<\/strong> NeRF, 3DGS (gaussian splatting), SDF-ML; akcelerace RT pipeline a rekonstrukce sc\u00e9n z fotografi\u00ed.<\/li>\n<li><strong>Super-resolution a upscaling:<\/strong> tempor\u00e1ln\u00ed upscalery v real-time renderingu, SR pro video pipeline (VSR), perceptu\u00e1ln\u00ed metriky (LPIPS, VMAF).<\/li>\n<li><strong>Generativn\u00ed obsah:<\/strong> text-to-image, inpainting, style transfer; governance, licencov\u00e1n\u00ed a watermarking.<\/li>\n<\/ul>\n<h2>Optimalizace v\u00fdkonu a kvality<\/h2>\n<ul>\n<li><strong>CPU\/GPU profilace:<\/strong> frame capture, GPU timing, pipeline bubbles, bound anal\u00fdza (CPU-bound, GPU-bound, bandwidth-bound).<\/li>\n<li><strong>Batching a culling:<\/strong> instancing, indirect draws, frustum\/occlusion culling, meshlet\/paketizace.<\/li>\n<li><strong>Pam\u011b\u0165:<\/strong> aliasing alokac\u00ed, persistentn\u00ed mapov\u00e1n\u00ed buffer\u016f, komprimovan\u00e9 textury, streaming asset\u016f.<\/li>\n<li><strong>\u0160k\u00e1lov\u00e1n\u00ed kvality:<\/strong> dynamick\u00e9 rozli\u0161en\u00ed, FSR\/DLSS, variability shader\u016f (per-tier kvalita).<\/li>\n<\/ul>\n<h2>Produk\u010dn\u00ed workflow, DCC a asset pipeline<\/h2>\n<ul>\n<li><strong>DCC n\u00e1stroje:<\/strong> Blender\/Maya\/3ds Max, Substance (Painter\/Designer), Houdini (procedur\u00e1ln\u00ed), ZBrush (socha\u0159ina), Marvelous Designer (od\u011bvy).<\/li>\n<li><strong>Pipeline:<\/strong> spr\u00e1va verz\u00ed (Perforce\/Git LFS), pojmenov\u00e1n\u00ed, metriku jednotek, LOD generace, bake map (normal, AO, curvature), validace UV.<\/li>\n<li><strong>Sc\u00e9nov\u00e9 form\u00e1ty:<\/strong> USD pro sd\u00edlen\u00ed mezi odd\u011blen\u00edmi, varianty a vrstven\u00ed; glTF pro distribuci do webu a RT engine.<\/li>\n<li><strong>QA a review:<\/strong> vizu\u00e1ln\u00ed testy, automatick\u00e9 porovn\u00e1n\u00ed sn\u00edmk\u016f (PSNR\/SSIM), perceptu\u00e1ln\u00ed schvalov\u00e1n\u00ed.<\/li>\n<\/ul>\n<h2>Tisk, publikace a za\u0159\u00edzen\u00ed<\/h2>\n<ul>\n<li><strong>Odstup\u0148ov\u00e1n\u00ed pro tisk:<\/strong> CMYK separace, p\u0159etisky (overprint), trapping, RIP workflow, spr\u00e1va rastru (AM\/FM), m\u011b\u0159en\u00ed denzitometrem.<\/li>\n<li><strong>Displeje:<\/strong> gamut (sRGB\/P3), 10bit deep color, uniformita podsvitu, HDR \u0161pi\u010dky; kalibrace sondou a validace metou \u0394E.<\/li>\n<li><strong>Mobiln\u00ed za\u0159\u00edzen\u00ed:<\/strong> r\u016fzn\u00e9 DPI, notch\/zaoblen\u00ed, energetick\u00e1 efektivita (OLED vs. LCD), adaptivn\u00ed sn\u00edmkov\u00e1n\u00ed.<\/li>\n<\/ul>\n<h2>Bezpe\u010dnost, licence a etika<\/h2>\n<ul>\n<li><strong>Licencov\u00e1n\u00ed asset\u016f:<\/strong> autorsk\u00e1 pr\u00e1va, model release, textura z fotobank vs. vlastn\u00ed scan; open-source knihovny a jejich licence.<\/li>\n<li><strong>Integrita a watermarking:<\/strong> krypto-zna\u010dky, steganografie, metadata (XMP), provenance v produk\u010dn\u00edch \u0159et\u011bzc\u00edch.<\/li>\n<li><strong>Etika ML obraz\u016f:<\/strong> bias, deepfakes, transparentnost generativn\u00edch pipeline, souhlas subjekt\u016f a dataset\u016f.<\/li>\n<\/ul>\n<h2>Typick\u00e9 chyby a jak se jim vyhnout<\/h2>\n<ul>\n<li>\u0160patn\u00e1 spr\u00e1va barev mezi aplikacemi (nekompatibiln\u00ed profily, dvojit\u00e9 p\u0159evody).<\/li>\n<li>Nespr\u00e1vn\u00e9 \u0161k\u00e1lov\u00e1n\u00ed a resampling (nearest pro fotografie, bez vhodn\u00e9ho filtru a anti-aliasingu).<\/li>\n<li>Nadm\u011brn\u00e1 velikost asset\u016f (nekomprimovan\u00e9 textury, absence mipmap, zbyte\u010dn\u011b vysok\u00e9 rozli\u0161en\u00ed).<\/li>\n<li>Nekonzistence jednotek a m\u011b\u0159\u00edtek v DCC \u2192 chybn\u00e9 sv\u011btlo\/fyzika v engine.<\/li>\n<li>Neoptimalizovan\u00e1 geometrie (nepot\u0159ebn\u00e9 vertiksy, neuzav\u0159en\u00e9 normal map baky, \u0161patn\u00e1 topologie).<\/li>\n<\/ul>\n<h2>Kontroln\u00ed seznam pro projekty<\/h2>\n<ul>\n<li>Definovan\u00fd barevn\u00fd prostor a 10\/12bit workflow tam, kde je to pot\u0159eba.<\/li>\n<li>Konzistentn\u00ed asset pipeline (n\u00e1zvoslov\u00ed, LOD, UV, texel density, komprese textur).<\/li>\n<li>Volba API a c\u00edlov\u00fdch platforem (Vulkan\/D3D\/Metal\/WebGPU) + profilace od prvn\u00edho prototypu.<\/li>\n<li>PBR materi\u00e1ly s kalibrovan\u00fdmi texturami a spr\u00e1vn\u00fdmi jednotkami.<\/li>\n<li>Hybridn\u00ed rendering (RT tam, kde p\u0159in\u00e1\u0161\u00ed hodnotu) + robustn\u00ed denoising a TAA.<\/li>\n<li>Automatizovan\u00e9 testy kvality (vizu\u00e1ln\u00ed dify, metriky) a CI export sva\u0159en\u00fdch asset\u016f.<\/li>\n<li>Spr\u00e1va licenc\u00ed a provenance grafick\u00fdch podklad\u016f.<\/li>\n<\/ul>\n<h2>Z\u00e1v\u011br<\/h2>\n<p>Po\u010d\u00edta\u010dov\u00e1 grafika je pr\u016fse\u010d\u00edkem matematiky, fyziky, softwarov\u00e9ho in\u017een\u00fdrstv\u00ed a designu. \u00dasp\u011bch v praxi z\u00e1vis\u00ed na dob\u0159e navr\u017een\u00e9 pipeline, discipl\u00edn\u011b v barevn\u00e9 spr\u00e1v\u011b, volb\u011b vhodn\u00fdch algoritm\u016f a rozumn\u00fdch kompromis\u016f mezi kvalitou a v\u00fdkonem. V dob\u011b \u0161irok\u00e9ho HDR, ray tracingu a ML-akcelerovan\u00fdch technik roste v\u00fdznam standardizovan\u00fdch form\u00e1t\u016f (USD, glTF), modern\u00edch API (Vulkan, WebGPU) a m\u011b\u0159iteln\u00fdch proces\u016f \u2013 od asset\u016f a\u017e po posledn\u00ed pixel na displeji.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Z\u00e1klady CG: renderovac\u00ed techniky, shadery a pipeline. Jak optimalizovat na GPU a dos\u00e1hnout realistick\u00e9ho osv\u011btlen\u00ed a materi\u00e1l\u016f.<\/p>\n","protected":false},"author":46,"featured_media":84192,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[617],"tags":[1643,2093,2094,2095,2096,2097,2098,2099],"class_list":["post-44192","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-telekomunikacie","tag-gpu","tag-optimalizace","tag-pipeline","tag-pocitacova-grafika","tag-rasterizace","tag-ray-tracing","tag-shadery","tag-texturovani"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Po\u010d\u00edta\u010dov\u00e1 grafika: Rendering, modelov\u00e1n\u00ed a vizualizace - Auto\u0161koly.sk<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.autoskoly.sk\/news\/pocitacova-grafika-rendering-modelovani-a-vizualizace\/\" \/>\n<meta property=\"og:locale\" content=\"sk_SK\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Po\u010d\u00edta\u010dov\u00e1 grafika: Rendering, modelov\u00e1n\u00ed a vizualizace - Auto\u0161koly.sk\" \/>\n<meta property=\"og:description\" content=\"Z\u00e1klady CG: renderovac\u00ed techniky, shadery a pipeline. 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