National Repository of Grey Literature 14 records found  previous11 - 14  jump to record: Search took 0.01 seconds. 
3D Game Editor
Knut, Peter ; Rohlík, Jindřich (referee) ; Žára, Jiří (advisor)
Every larger computer game uses special editor for creating its sources, especially 3D games. The whole scenes from the game objects are allowed to assemble from the editor, together with all properties which are important for the given type of the game. For example, objects can be affected by physical simulation, or they can be important from the artificial intelligence point of view, or they can have a particular role in virtual world etc. The object of this diploma is the implementation of the editor for 3D game based on the Nebula Device library. The application is able to create simple graphic user interface by configuration files. This interface is connected to script functions written in Lua language. XML technology is used for storing the configuration of the editor. Creating the graphic user interface is provided by the MFC library. The application also allows to show the invisible game objects (cameras and sources of light), to select and manipulate with game objects by the mouse in the scene directly. It supports three working modes: scene editing, prototype editing and play mode.
Nefotorealistické zobrazování v reálném čase
Vondrák, Štěpán ; Pelikán, Josef (referee) ; Žára, Jiří (advisor)
The goal of this thesis is to examine non-photorealistic rendering (NPR) methods with respect to their application in real-time rendering and to utilize the features of modern programmable graphics processing units (GPUs) to implement several NPR techniques. To achieve maximal efficiency of the implemented rendering styles, extra care is taken to offload all geometry processing from the CPU to the GPU. Implementations of three image-space edge detectors are presented and compared. Silhouettes, border edges, creases and material boundaries can be identified by detecting discontinuities in an image with worldspace normals, in the second derivative of the depth buffer and in an image with region identifiers. Combination of the edge detectors and a stepped shader is used to render objects in a cartoon style. A novel approach to rendering of a three-dimensional scene in mosaic style is proposed. Unlike previously presented methods, the implemented technique can render complex scenes at interactive framerates. To achieve real-time performance, a simulation of a system of infinitely stiff springs is used instead of centroidal Voronoi diagrams.
Interactive Multi-user Virtual Environment
Okon, Hynek ; Máša, Michal (referee) ; Žára, Jiří (advisor)
The thesis proposes an extensive new system for virtual world hosting and management. The system is designed to o er real-time 3D graphical representation of the virtual world, to communicate and exchange data over a public network, to allow for automatic distribution of major changes in the virtual world to client installations, to allow clients to fully de ne the contents of the world and also to create new worlds directly via the client software interface, and to contain active elements programmable by the means of a programming language of sufficient flexibility. A reference implementation of the proposed system is included. The key aspects of the proposed system is that it should be universal, easily extensible and open for other potential virtual world creators. A CD included with the thesis contains source codes and translated executables of the program, with a simple sample database of a virtual world.
Zjednodušování polygonálních modelů ve VRML/X3D
Kašpar, Vladimír ; Žára, Jiří (advisor) ; Schwarz, Oliver (referee)
Interactive visualization of large three-dimensional objects and virtual worlds is an important topic in the field of computer graphics and visualization of engineering structures. In many cases, the number of primitives in these worlds overwhelms the rendering performance of current graphics systems. One solution for accelerating the displaying of these environments is creation and applicationmethod called levels of detail (LOD). However,most algorithms that compute levels of detail do not deal with the special requirements of input data in VRML1.0 format. This thesis works out methodology and develop a tool for generation level of detail for VRML1.0 called LODCreator, based on two simplification algorithms - vertex clustering and vertex decimation, that robustly computes simplifications for objects in VRML1.0.

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