National Repository of Grey Literature 298 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
3D Reconstruction of Historic Landmarks from Flickr Pictures
Šimetka, Vojtěch ; Maršík, Lukáš (referee) ; Polok, Lukáš (advisor)
Tato práce popisuje problematiku návrhu a vývoje aplikace pro rekonstrukci 3D modelů z 2D obrazových dat, označované jako bundle adjustment. Práce analyzuje proces 3D rekonstrukce a důkladně popisuje jednotlivé kroky. Prvním z kroků je automatizované získání obrazové sady z internetu. Je představena sada skriptů pro hromadné stahování obrázků ze služeb Flickr a Google Images a shrnuty požadavky na tyto obrázky pro co nejlepší 3D rekonstrukci. Práce dále popisuje různé detektory, extraktory a párovací algoritmy klíčových bodů v obraze s cílem najít nejvhodnější kombinaci pro rekonstrukci budov. Poté je vysvětlen proces rekonstrukce 3D struktury, její optimalizace a jak je tato problematika realizovaná v našem programu. Závěr práce testuje výsledky získané z implementovaného programu pro několik různých datových sad a porovnává je s výsledky ostatních podobných programů, představených v úvodu práce.
Implementation of Statistical Compression Methods
Ftorek, Peter ; Polok, Lukáš (referee) ; Bařina, David (advisor)
The aim of this thesis is to describe statistical methods for data compression. Introduction covers theoretical minimum of data compression. Center of the work is about description of each method and implementation of Burrows-Wheeler compression algorithm in C programming language. It contains test results of each method and their evaluation.
Graphics Scene Visualization Using Shadow Maps
Plachý, Tomáš ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
The thesis is focused on studying shadow generating techniques in graphics applications with main focus on shadow map techniques. The thesis includes implementation of improvement for shadow map technique in demonstration application and comparing shadowing techniques together.
Visibility Determination in 3D Maze
Hodes, Vít ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
This work is about solving the visibility problem in the environment of simple 3D maze by means of BSP tree and PVS computation between leaves. It contains description of key algorithms and processes for achieving this goal. In the core of this work were all of the implemented ways of drawing measured and mutually compared. At the end are outlined next possible steps in development and evaluating achieved results.
Level of Detail for Race Track Rendering
Mohelník, Petr ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This work describes efficient race track rendering using OpenGL. It uses height map for terrain representation. The race track is rendered as polygonal model instanced on a curve using level of detail. An algorithm is proposed for using level of detail in real time even on mobile devices. Among described algorithms are dart throwing, Catmull-Rom spline, edge collapse simplification, view frustum culling. Part of this work is an application demonstrating the designed algorithm.
Ray Tracing on CUDA Architecture
Bidmon, Lukáš ; Polok, Lukáš (referee) ; Bařina, David (advisor)
This work presents utilization of CUDA capable graphic cards for ray tracing. First, the classic recursive ray tracing algorithm is presented and necessary math is explained for implemented objects. nVidia CUDA architecture is introduced in next chapter with explained differences from CPU computations. Following is the implementation scheme where modifications necessary for CUDA are discussed. Implementation chapter covers details about flow of the program and memory usage. Finally the CPU and GPU testing results are presented.
Procedurally Generated City
Hájíček, Lukáš ; Polok, Lukáš (referee) ; Šolony, Marek (advisor)
This work is about procedural generation of cities. There are defined the different stages of city development and existing methods used to achieve them. The following describes the procedures used to implement a system capable of generating cities. The resulting generator is able to generate cities based on given parameters such as density of streets.
Video Library for Android Platform
Slavotínek, Tomáš ; Polok, Lukáš (referee) ; Láník, Aleš (advisor)
This thesis deals with processing of video content on Android platform. Libraries for video encoding and decoding usable on this platform are described first. One of these libraries - FFmpeg - is used as core to design and implement middleware video-processing library. This library will provide simple but e fective API for multimedia Java applications.
Fusion of Procedural and Keyframe Animation
Klement, Martin ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.
Mesh Compression for 64k Intro
Kosek, Jindřich ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
This work deals with compression of 3D models for the use in intro with limited size of less than 64kB. Various techniques of model compression are described. Data structure of the model that was used to demonstrate the selected compression methods is also described. A simple algorithm for Catmull-Clark surface subdivision is described. Finally, the selected methods are experimentally evaluated to select the best of them.

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