National Repository of Grey Literature 77 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Graphics Intro 64kB Using OpenGL
Milet, Tomáš ; Kubíček, Radek (referee) ; Vlček, Adam (advisor)
This bachelor's thesis describes creating of graphics intro with limited size using OpenGL. It describes methods for generating graphical objects, such as textures and terrain. It deals with particle system and cellular automata.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Physical Simulation in VR
Pacáková, Gabriela ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
The main aim of this thesis is to introduce the reader to the theory and the implementation of a virtual reality application which uses HTC Vive headset and BulletPhysics engine. It describes the integration of BulletPhysics and OpenVR SDK with OpenGL. The result of this integration is a simple bowling game in VR that uses all the aforementioned resources and provides the user with an entertaining VR experience as well as a deeper understanding of computer graphics and VR principles.
Skeletal Animation for GPUengine
Minařík, Antonín ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.
Photon Splatting Using a View-Sample Cluster Hierarchy
Kiss, Marcel ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with the techniques of global illumination of the scene. The theoretical part discusses various techniques, focusing on processing in real-time using various optimization methods. It focuses to the technology of photon splatting using view sample cluster hierarchy. The main part is analysis, implenetation and measurement of mentioned method.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Raytracing for GPUEngine
Novák, David ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The main goal of this thesis is ray tracing optimization, especially with the use of acceleration data structure. It'll be focused on discretion about various structure build strategies and their traversal. Different algorithms on the CPU and on the GPU will be implemented and compared in the thesis, specifically will be compared the speed of build and final structure quality, which have a direct influence on ray tracing performance. A ray tracing application will be implemented for the purpose of the acceleration structure quality test. A part with acceleration structure building will be added to GPUEngine library.
Lossy Light Field Compression
Dlabaja, Drahomír ; Milet, Tomáš (referee) ; Bařina, David (advisor)
The aim of this paper is to propose, implement and evaluate a new lossy compression method for light field images. The proposed method extends the JPEG method to four dimensions and brings new ideas which lead to better compression performance. Correlation between light field views is exploited in both dimensions by four-dimensional discrete cosine transformation. The lossy part of the encoding is performed by quantization, similarly to the JPEG method. The proposed method is implemented as a program library in a C++ language. This paper compares the proposed method to JPEG, JPEG 2000 and HEVC intra image compression methods and HEVC video compression method. The results show that the proposed method outperforms the reference methods with images with a higher amount of views. HEVC video method is better for images with fewer views or for very low bitrates.
Clustered Deferred Shading in Vulkan API
Karas, Matej ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with application development for rendering many lights in real-time using next generation graphics API. Text of thesis contains reasoning of new generation graphics API and theory for methods used for rendering many lights in real-time. The conclusion discusses performance of implementation, possibilities for improvements and options of future work.
Procedural City
Dolejška, Daniel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to implement configurable tool (program), which will be able to build a model of a city. The program uses OpenGL library and principles of procedural generation for model creation. The generation process itself has a number of customizable variables, which have direct impact on the visuals of the models, their complexity and size. Created models can be exported and further modified in almost any 3D graphics software.

National Repository of Grey Literature : 77 records found   1 - 10nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.