National Repository of Grey Literature 87 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Innovative Game Demo
Kazík, Tomáš ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of the Bachelor's thesis is to create a procedural generator, which is able to generate game map based on abilities of a game character. The thesis investigates features of already existing solutions - games, which contain procedurally generated environment, or the environment, which requires special abilities of a game character. Consequently, the thesis is engaged in the basics of both integrated development environment and procedural generation. Based on information acquired so far, the thesis is focused on designing and implementing the game character and the procedural map generator.
Fast Visualization of Precise Shadows Using Precomputed Scene Geometry
Mikeš, Tibor ; Milet, Tomáš (referee) ; Pečiva, Jan (advisor)
The aim of this bachelor's thesis is to design and implement an effective method of rendering per-pixel correct hard shadows in scenes with static geometry. The principle of the method is in separate rendering of shadowed and lit surfaces. Whether a triangle is in shadow or not is known prior to its rasterization, which allows the renderer to omit per-fragment shadow calculations. Rendering a scene in this way requires it to be preprocessed. Therefore, two possible ways of preprocessing the scenes are described and implemented as well.
Comparison of Brittle Body Decomposition GPU Based Methods Using Voronoi Diagram
Ončo, Michael ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Following thesis regards itself with Voronoi diagram creation in 3D using a graphics card. It focuses on and compares certain algorithms that construct the diagram when given set of points in space. For this purpose there have been two algorithms implemented.  First one creates Delaunay tetrahedralization using parallel splitting and flipping of present tetrahedra. Then it transforms it into a Voronoi diagram. The second algorithms utilizes planes to cut a mesh until required shapes are created.  Testing shows the advantages and disadvantages of these algorithms and their relative performance. Main takeaway from this work for these algorithms is the relative sensitivity of the second method to the use of inappropriate shape in relation to given set of points. For the other algorithm its slower start and relative unsuitability for use with smaller sets of points is apparent, but it is greatly optimized for big sets.
Photorealistic Rendering of 3D Scenes
Vlnas, Michal ; Milet, Tomáš (referee) ; Zemčík, Pavel (advisor)
This thesis proposes a concept of sampling, especially for path tracing like algorithms, for faster convergence of the scene, using a local radiance approximation in the scene with hemispherical harmonics, which allows more effective way of ray casting on the given surface. In the first part, the basics of photorealistic rendering are introduced together with commonly used algorithms for image synthesis. The mathematical apparatus used in this thesis is defined in the second part of the thesis. Subsequently, existing solutions in this area are presented. The following chapter summarizes state-of-the-art methods in this branch. The rest of this thesis is focused on proposal and implementation of already mentioned extension.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Procedural Generation of Terrain in Unity
Vymer, Dennis ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachalor thesis is about procedural terrain generation. The goal is to design and implement an aplication that can generate a landscape based on user input. The work includes generation of an elevation map and water areas, the application of textures, vegetation placement and the simulation of erosion. Emphasis is placed on the user interface when creatin an elevation map, as the elevation map affects all subsequent steps.
Procedural Generation in Unity
Goš, Pavel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to develop a procedural generator of dungeons in the Unity game engine. The description of the most important parts of the Unity engine can be found in this thesis. The development and implementation of procedural generation of map layout using Perlin noise and interior decoration is described here as well.
Graphics Intro 64kB Using OpenGL
Hanko, Zdenko ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor thesis describes the process of making graphical intro, where the executable file on the output is within 64kB. For it's creation an OpenGL is used together with various methods designated for similar problems. The result is a graphical scene, which shows a village surrounded by walls and towers. The final demo is not larger than 64kB.
3D Demo for Holographic Display
Kulda, Lukáš ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
The result of this thesis is a 3D demo for holographic display visualizing satellite data on Earth surface. The Earth Engine API from Google was used to obtain visualized data. The 3D model scene and user interface were created using the Unity development environment and displayed on the Looking Glass holographic display to bring the scene into space.
Data Visualization Blender Add-On
Doležal, Zdeněk ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
With growing interest in visualisation techniques, possibility to extend existing 3D computer graphics software by visualisation tools arises. Thesis deals with theory of data visualisation in general, selection of suitable visualisations, design, creation and publication of an data visualisation add-on for the open-source software Blender. Thanks to this work Blender is extended using its Python API by an interface used for data loading and commonly used charts generation. The published implementation was evaluated by user survey and it is available open-source.

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