National Repository of Grey Literature 521 records found  beginprevious208 - 217nextend  jump to record: Search took 0.00 seconds. 
Corners Detection in Images
Hýna, Petr ; Kršek, Přemysl (referee) ; Španěl, Michal (advisor)
Corner detection is important because of getting a subset of points from the set of all picture points. This subset is used for enquiry into relations of images. Searching of such relations is then less time and memory consuming. The text is about corner detection with focus on method Harris Stephens. The implementation is part of MDSTk and it is written in C/C++ with use of MDSTk's libraries.
Pattern Recognition in Image Using Classifiers
Juránek, Roman ; Španěl, Michal (referee) ; Herout, Adam (advisor)
An AdaBoost algorithm for construction of strong classifier from several weak hypotesis will be presented in this work. Theoretical background of the algorithm and the method of construction of strong classifiers will be explained. WaldBoost extension to the algorithm will be described. The thesis deals with image features that are often used as element of weak classifiers. Brief introduction to pattern recognition in context of computer vision will be outlined in the begining of the work. Also some widely used methods of classifier training will be presented. An object detection library based on AdaBoost classifiers was developed as part of the work. The library was used in implementation of software that in praktice demonstrates object detection in videosquences. Last part of the work describes tool for training of AdaBoost classifiers.
Verification of Authenticity of Stamps in Documents
Micenková, Barbora ; Španěl, Michal (referee) ; Herout, Adam (advisor)
Klasická inkoustová razítka, která se používají k autorizaci dokumentů, se dnes díky rozšíření moderních technologií dají relativně snadno padělat metodou oskenování a vytištění. V rámci diplomové práce je vyvíjen automatický nástroj pro ověření pravosti razítek, který najde využití zejména v prostředích, kde je nutné zpracovávat velké množství dokumentů. Procesu ověření pravosti razítka musí přirozeně předcházet jeho detekce v dokumentu - úloha zpracování obrazu, která zatím nemá přesvědčivé řešení. V této diplomové práci je navržena zcela nová metoda detekce a ověření pravosti razítka v barevných obrazech dokumentů. Tato metoda zahrnuje plnou segmentaci stránky za účelem určení kandidátních řešení, dále extrakci příznaků a následnou klasifikaci kandidátů za pomoci algoritmu podpůrných vektorů (SVM). Evaluace ukázala, že algoritmus umožňuje rozlišovat razítka od jiných barevných objektů v dokumentu jako jsou například loga a barevné nápisy. Kromě toho algoritmus dokáže rozlišit pravá razítka od kopií.
Ancient Maps Digitizing
Pospíšil, Josef ; Šilhavá, Jana (referee) ; Španěl, Michal (advisor)
This work is about processing of historical maps, especially their digitizing and vectorization. The main focuses of this project are maps from the second historical military mapping and finding methods useful for removing texts from these maps.
Generating Terrain with Animated Water Surface in Unity
Karavasilev, Boris ; Bambušek, Daniel (referee) ; Španěl, Michal (advisor)
V rámci této práce byl navržen procedurální generátor terénu a shader pro vizualizaci vodní hladiny. Tyto komponenty byly použity k implementaci generátoru nekonečných světů složených z ostrovů rozesetých v moři. Pro tento účel byly modifikovány tradiční metody rozdělení světa a umísťování objektů. Dále byl navržen přístup ke generování terénu ostrovů s rozmanitými tvary pomocí pseudonáhodného generování bodů definujících vlastnosti terénu. Implementovaný generátor ostrovů běží v reálném čase a je výzvou pro podobné existující nástroje dostupné pro Unity.
Algorithms for Mesh Simplification
Milata, Václav ; Španěl, Michal (referee) ; Pečiva, Jan (advisor)
The topic of the thesis is using of OpenSceneGraph, tools for LOD and algorithms for mesh simplification. The result is a game prototype and a program for demonstrating algorithms.
3D Shape Interpolation
Zouhar, Marek ; Polok, Lukáš (referee) ; Španěl, Michal (advisor)
This thesis deals with creation of a~tool for progressive interpolation of shape of a~3D polygonal mesh. Used methods take inspiration mainly in technique Manual Landmarks and use parametrization of an object to a~sphere. The result of this thesis is an addon for an open-source modelling program Blender, which automatically creates an animation of shape deformation based on two input models.
Deep Learning for Image Recognition
Kozel, Michal ; Španěl, Michal (referee) ; Hradiš, Michal (advisor)
Neural networks are currently state-of-the-art technology for speech, image and other recognition tasks. This thesis describes basis properties of neural networks and their learning. The aim of this thesis was to extend Caffe framework with new learning methods and compare their performance on Cifar10 dataset. Namely RMSPROP and normalized SGD
Programmable Shaders in OpenSceneGraph
Czompál, Zsolt ; Španěl, Michal (referee) ; Švub, Miroslav (advisor)
Graphic processors, that are used nowadays, have programmable units called shaders. By programming these units we can achieve better results in graphical applications, than by running the effect or the program on the processor. There are different programming languages for programming these units. In this thesis I have chosen the language GLSL with OpenSceneGraph API. The main point of the following capitols is to demonstrate how do shaders work with OpenSceneGraph, and the implementation of common graphic effects.
Image Processing for Golf Simulator
Heřman, Zdeněk ; Herout, Adam (referee) ; Španěl, Michal (advisor)
This thesis describes design and practical realization of a golf simulator. It includes specifications of the hardware, that is a necessity for such simulator, and implementation of the detection of a golf swing and ball flight. The simulator has to fulfill several conditions that were stated at the beginning of the draft. One of the most important conditions was low purchase price, and therefore the simulator is based on common USB cameras Playstation Eye 3. The main goal was to create a user friendly simulator, that will be appropriate both for indoor and outdoor conditions. The final solution was compared with Full Swing simulator. The accuracy of our simulator was far better than the compared one at short game and putting through the use of scanning the ball right after the start of its flight. Accuracy at putting ranged: speed of the ball +/- 0.2 m/s, launch angle +/- 1 degree and flight angle +/- 0.8 degrees.

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