National Repository of Grey Literature 306 records found  beginprevious68 - 77nextend  jump to record: Search took 0.00 seconds. 
Graphics Intro 64kB Using OpenGL
Menšík, Jakub ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This Bachelor's thesis deals with the creation of a graphics intro with the executable file size limited to 64kB. The graphics intro is created using the OpenGL API and related libraries. The thesis describes many techniques for a graphics content generation including procedural generation, Perlin noise, mipmaps, volumetric light, face culling, instancing, fog, skybox, and techniques used for reduction of a size of the executable files. The result is a graphical intro showing a night city.
Procedural Forest
Pfudl, Václav ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to generate procedurally a forest (landscape with plants described in text template). Landscape is generated using Perlin noise and the interpret of L-systems was implemented for plants generation purposes. Both these techniques are described in more detail in theory section as well as the implementation section of this thesis. Furthermore, techniques such as phong lightning model, normal-mapping, shadow-mapping, realistic water, skybox and spriting for better realistic look of the scene, are also discussed in this thesis. Implemented application can also be used for the export of generated plant models in format .obj for further use by some extern application (for example Blender).
Survival Game in Procedurally Generated World
Macháček, Luboš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
Project is about developing a 3D computer game using procedural generation for game world creation. The development includes a game engine which powers the game. Various experimental approaches and mechanics are used during the development to find out their usability in practice.
Procedurally Generated Lens Flare Effect for Blender
Volf, Petr ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Lens flare is an image artefact caused by unintended reflection of light in camera's lens system. The goal of this project is simulation of this phenomena in open source 3D content creation suite Blender. The generated effect is then composited into final image. The project is designed as an add-on. The add-on allows user to customize several parameters to achieve the desired result.
Virtual Textures
Biberle, Zdeněk ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
This thesis deals with a technique known as Virtual textures or Megatextures. It describes possible ways of implementing this technique on consumer-grade graphics hardware. It also touches on the subject of the VortexVT library, a library developed to ease integration of virtual texturing into new or already existing graphics systems.
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.
Mobile Tower Defense Game
Václavík, Filip ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to design and implement a mobile game in game engine Unity. This thesis describes game development on mobile devices and the development of mobile game in Unity engine. The basis of this mobile game is formed in the Unity game engine as well as animations of characters whose graphics were created using Gimp software. The game contains a full-fledged single player campaign with several level variants, containing various tower and enemy mechanics. The game also offers a simplified editor for creating your own maps for possible sharing with other players. The game is set in a fictional medieval world and is enriched with mechanics that are not typical for tower defense games, such as playing as the other side.
Procedurally Generated Landscape in Fragment Shader
Leitner, Denis ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
This thesis deals with rendering of procedurally generated landscape without the use of input geometry or textures. It describes techniques for generation and realistic rendering of natural outdoor scenes. These techniques include terrain generation and realistic atmosphere and cloud rendering. Thesis also describes the use of raymarching for terrain and shadow rendering and realistic lighting for terrain which includes ambient and indirect light approximation.
Non-Euclidean Rendering in VR
Bobuľa, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
Generating of Voxel Scenes
Venhoda, Lukáš ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This batcherlor's thesis deals with the implementation of application, which generates voxel scenes that can be edited, or saved to a file. The work describes generating of terrain by using Perlin noise, converting voxel list to Sparse Voxel Octree structure, and a method of editing of this structure with picking voxels by using ray picking algorithm.

National Repository of Grey Literature : 306 records found   beginprevious68 - 77nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.