National Repository of Grey Literature 85 records found  beginprevious21 - 30nextend  jump to record: Search took 0.06 seconds. 
Physically Based Shading
Matěj, Šimon ; Lysek, Tomáš (referee) ; Starka, Tomáš (advisor)
This thesis deals with imaging of materials in computer graphics, using rendering methods based on physical properties of these materials. Physical principles of light propagation and its interactions with objects are analyzed, several rendering methods based on these principles are described and then analyzed for suitability in implementations. Some of these methods are demonstrated in application.
Game in OpenGL
Hranáč, Pavel ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to create a custom game with an AI opponent. The theoretical part of the thesis deals mainly with artificial intelligence in games in general. The game's graphics are three-dimensional and use the OpenGL API and the GPUEngine graphics library. The created game is a turn-based strategy game similar to chess, offering computer opponents of various difficulties using a custom modification of the Minimax strategy with a complex heuristic. The game also offers local multiplayer. The results of this thesis can serve as inspiration or a basis for the study of artificial intelligence in games.
Grass Rendering
Berdis, Tomáš ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Grass is an integral part of most of the outdoor scenes. In the real world, grass occurs in big numbers, which brings a lot of challenges during rendering in computer graphics. This thesis discusses various techniques for real-time rendering. Result of this thesis is an application capable of rendering grass fields using hardware tessellation.
3D Game in Godot Engine
Trbola, Martin ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
Godot is a new opensource game engine. The goal of this thesis is to create a 3D fighting game in this engine, using procedural generation to create levels and enemies. This game was implemented using Godot version 2.1. The procedural level generation is implemented using BSP trees and the procedural enemy generation is implemented by connecting smaller parts together.
Game in Unity Engine
Uhlíř, Radek ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to design and create innovative game in the Unity engine . Implement classic game mechanic and create more unique game mechanics for solving different logical puzzles . The thesis also focus on the use of tools and components within the Unity editor and creating custom components .
Vegetation Rendering
Kliš, Michal ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
The aim of this work is the design and implementation of algorithms to simplify complex polygonal models of vegetation so that it is possible to display these models in large numbers, without excessive loss of their visual appearance. The work specifically deals with both the modeling of already minimalist plant models and algorithms for their final simplification. Specifically, these algorithms include the method of converting a polygonal model to a volume map and converting the model to plates. In addition to simplifying the models, the work also deals with their display in real time and lighting.
Generating Procedural Planets
Fusek, Petr ; Polášek, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor's thesis deals with the design and implementation of an easily extensible library for creating generators of procedural planet surfaces. The aim of the library is to enable the use of originally two-dimensional methods of procedural map generation to generate a contextually rich planet surface. The library emphasizes the extensibility and simplicity of working with the generated surface. It allows the user to create and parameterize their own generators and use their own algorithms in them. It also includes an implemented planetary elevation map generator that uses a simplified model of simulating tectonic plate collisions to generate a surface with a topology containing mountains, bays and archipelagos. Such a surface should show visual results closer to reality than the classical approach using procedural noises allows. The library is implemented together with a visualization application presenting the generated surfaces and allowing to set all possible inputs of the generator using the GUI.
Physically Based Rendering
Herrgott, Jiří ; Pečiva, Jan (referee) ; Starka, Tomáš (advisor)
This bachelor thesis is focused on rendering of 3D models in real time, where emphasis is placed on physical properties of simulated light rays. The work is about techniques that deal with this issue and then their use for drawing a physically approximated model.
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.
Terrain Rendering on Top of Vulkan API
Méry, Jozef ; Starka, Tomáš (referee) ; Káčerik, Martin (advisor)
This thesis describes a framework, which has the ability to create and draw a procedural terrain using Vulkan API. It includes a simple introduction to the theory of procedural generation and description of systems for example entity or event system. The goal of this thesis isn't investigating various procedural terrain generation techniques. The purpose of the terrain is a visual demonstration of functionality of the framework.

National Repository of Grey Literature : 85 records found   beginprevious21 - 30nextend  jump to record:
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