National Repository of Grey Literature 306 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Interactive Application in API Vulkan
Blahoš, Radek ; Káčerik, Martin (referee) ; Milet, Tomáš (advisor)
The goal of this bachelor thesis is creation of wrapper library over Vulkan API and its utilization during implementation of example aplication. Thesis proposes design of the library, which tries to simplify usage of Vulkan library and at the same time tries to use it in most optimal way as possible. Thesis contains extract of the Vulkan specification essential for reader to understand design of the geVk library and eventually for reader to be able to use it during programming his own graphic aplication. Description of geVk library presents memory managment, command buffer submiting or pipelines creation stategies. Thesis also suggests multi-threaded rendering strategy. Additionally thesis explains how to connect geVk library with Qt framework.   
Fluid Simulation Using GPU
Frank, Igor ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis focuses on fluid simulation, particularly on coupling between particle based simulation and grid based simulation and thus modeling evaporation. Mentioned coupling is based on the article Evaporation and Condensation of SPH-based Fluids of authors Hendrik Hochstetter a Andreas Kolb. The goal of this thesis is not purely implementing ideas of the mentioned article, but also study of different methods used for fluid simulation.
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.
Real-Time Photorealistic Rendering of Voxel Scenes
Flajšingr, Petr ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The subject of this thesis is an implementation of realistic rendering of voxel scenes using a graphics card. This work explains the fundamentals of realistic rendering and voxel representation of visual data. It also presents selected hierarchical structures usable for acceleration and describes the desing of a solution focusing on the representation of voxel data and their rendering. The thesis describes libraries created as part of the project and algorithms. It also evaluates time and memory requirements of the application along with graphical output.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci je stavěno na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Cílem práce je vytvořit aplikaci simulující ekosystém v programu Unity engine. V práci se nachází popis výhod entity komponent system architektury, atributy a rozdíly oproti tradiční architektuře. Pro běh simulace byl využit framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace emuluje Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy simulace jsou prezentovány v grafech, které splnují očekávání. Práce také poskytne hlubší porozumění entity komponent system architektury a její specifikace v rámci implementace Entitas frameworku. Shrnuje jeden z přístupů k tvoření jednoduchého ekosystému a výsledné nálezy z proběhlých simulací.
Rendering Performance Comparison in iOS and Metal
Pištělák, Radek ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
The goal of this thesis is the comparison of the OpenGL ES and Metal graphical libraries on the iOS platform. To compare the performance of the two libraries, a particle system has been implemented. By profiling it has been determined that using instanced rendering it is currently possible to achieve higher performance using OpenGL ES. Based on the results and the theoretical part of the thesis it is possible to make a more informed decision between the two graphical libraries.
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.
Set of Procedurally Generated Efects
Barvíř, Marek ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor thesis deals with creation of a library for procedural generated effects. The paper describes techniques used for creating effects such as: laser, electric arc, energetic shot and shield. The result is a demonstration application which uses designed libraries with pre-prepared scene.
Simulation Based Matchmaking Optimisation
Eštvan, Ivan ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis focuses on designing a working matchmaking system and simulation environment for a First Person Shooter like game and their implementation within Unreal Engine 4. It introduces various types of matchmaking systems used in today's games and explains some basic concepts used in Unreal Engine 4 to implement such environments. Implemented system then takes the input data, with information about players, creates matches by using our own matchmaking and performs a simulation of them, providing the simulation results of created matches for further analysis.
GLSL Based Engine
Šlesár, Michal ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Creating a graphical application running on a GPU typically involves configuring the GPU, creating and configuring the required objects, and then implementing the application's behavior itself. The aim of this work is to create a tool that would automate this configuration using the OpenGL application interface. As a result, the user would not have to waste time configuring and could quickly create and prototype graphics applications. In addition, the created tool adds new functionality to the application that is not native or supported on the GPU, such as working with a mouse and keyboard.

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