National Repository of Grey Literature 48 records found  beginprevious14 - 23nextend  jump to record: Search took 0.02 seconds. 
On-line computer games
Žamberský, Zdeněk ; Krček, Petr (referee) ; Roupec, Jan (advisor)
This bachelor's thesis deals with on-line computer games, more precisely web games. First chapter is focused on technologies usable for web game development. Other two chapters are devoted to example aplications, develped as part of this bachelor's thesis.
Dynamic Changes in the Terrain
Dvořák, Radim ; Bílek, Václav (referee) ; Drahanský, Martin (advisor)
This thesis deals with design, implementation and analysis of the model for dynamic changes in the terrain. Present state of terrain deformation in OpenSceneGraph environment is described and available relevant software called TDS, which allows terrain adaptation to new inserted objects is presented. Special emphasis is placed on design of model for physically based terrain deformations that are caused by moving object or by bomb explosion. The results of simulation tests are presented and on the base of model analysis, the optimizations, which significantly improve final algorithm, are designed and realized.
Graphics Intro 64kB Using OpenGL
Sykala, Filip ; Polok, Lukáš (referee) ; Herout, Adam (advisor)
Master's Thesis is about the techniques of creating a small executable program with size limited to 64kB. Describes one of the possible ways to use OpenGL for such purposes. With more detail describe the rigid body simulation, creating shaders, dynamic generating of texture and make music in intro scene applications. Presents using of WinApi to create windows, V2 synthetizer for sound and GLSL language for creating shaders. Everything is demonstratively created under Windows.
Physics Simulation on GPU
Janošík, Ondřej ; Zemčík, Pavel (referee) ; Polok, Lukáš (advisor)
This thesis addresses the issue of rigid body simulation and possibilities of paralellization using GPU. It describes the basics necessary for implementation of basic physics engine for blocks and technologies which can be used for acceleration. In my thesis, I describe approach which allowed me to gradually accellerate physics simulation using OpenCL. Each significant change is described in its own section and includes measurement results with short summary.
Particle Systems
Synáček, Jan ; Španěl, Michal (referee) ; Juránek, Roman (advisor)
The subject matter of this work is a concept and implementation of an extension of Particle Systems API. The extension provides a means by which it is possible to split a 3D model defined by its boundary representation into pieces with a geometric plane and render them using the particle system being extended. Because all particles are represented as point mass, the existing particle system is also extended to provide a way of representing its particles by their volume. Furthermore, a simple game is created to demonstrate the extension.
Optical Localization of Very Distant Targets in Multicamera Systems
Bednařík, Jan ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
This work presents a system for semi-autonomous optical localization of distant moving targets using multiple positionable cameras. The cameras were calibrated and stationed using custom designed calibration targets and methodology with the objective to alleviate the main sources of errors which were pinpointed in thorough precision analysis. The detection of the target is performed manually, while the visual tracking is automatic and it utilizes two state-of-the-art approaches. The estimation of the target location in 3-space is based on multi-view triangulation working with noisy measurements. A basic setup consisting of two camera units was tested against static targets and a moving terrestrial target, and the precision of the location estimation was compared to the theoretical model. The modularity and portability of the system allows fast deployment in a wide range of scenarios including perimeter monitoring or early threat detection in defense systems, as well as air traffic control in public space.
Physics Simulation for Pinball Game
Čermák, Jakub ; Polok, Lukáš (referee) ; Zachariáš, Michal (advisor)
The objective of this work is to create a library for physical simulation and using the library to create a game of pinball, on which you can test functionality of the library. Problems that appeared during the creation of the library, are described in this paper along with their solutions. In particular, tunneling, detection and results of collisions. Subsequent optimization solutions to these problems for our specific library. Of no smaller importance are principles which reduce the requirements of the final simulation. Among the most important ones are the correct choice of limits, detection of rolling and sleep of slowly moving dynamic objects.
Počítačové simulace Stirlingova motoru
FAU, Petr
The diploma thesis deals with the construction of the Stirling engine and its most common modifications - Alpha, Beta and Gamma. Subsequently, it deals with construction systems and their use. The design of these types of motors is further processed using computer-aided design, and physical simulations and analyzes are performed on them using the same system.
Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)
Simulation of Fluids in 2D
Pazdera, Vlastimil ; Polok, Lukáš (referee) ; Zemčík, Pavel (advisor)
This thesis deals with the simulation of fluids in 2D cut for mobile devices using technique Smoothed Particle Hydrodynamics implemented in game engine Unity. The resulting program is usable on mobile devices as a structural element of the games and interactive applications. With the parameters you can alter the properties of liquids for example viscosity. The work focuses on the greatest applicability in mobile applications and takes into account the requirements and limits of the devices to achieve the best visual and physical properties of the simulated liquid.

National Repository of Grey Literature : 48 records found   beginprevious14 - 23nextend  jump to record:
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