National Repository of Grey Literature 18 records found  previous11 - 18  jump to record: Search took 0.01 seconds. 
Software System Simplifying AI Development in Computer Games
Mašek, Martin ; Ježek, Pavel (advisor) ; Keznikl, Jaroslav (referee)
Artificial intelligence (AI) in games is developed by programmers and AI designers. Designers are experts on AI but they are not programmers. Because of that there is a need to create a tool which non-programmers can use in an easy way. The Behavior trees have proven as a very good concept for creating an AI. The concept of Behavior trees enabled the development of Revive framework which is part of this work. The Framework is developed in C# for .NET platform. Revive framework contains a graphical editor which enables creating of the Behavior trees. It has also been designed with a strong focus on ease of implementation and therefore it can be easily implemented in the games. The framework also provides an option to oversee the decision process of Behavior tree. Revive can be used by small games and demonstration of Revive usage is part of this work.
Skeletal Animations in Real-time 3D Graphics
Brabec, Michal ; Ježek, Pavel (advisor) ; Keznikl, Jaroslav (referee)
Skeletal Animations in Real-time 3D Graphics Abstract Skeletal animation is an effective technique for the animation of humans and animals, and it is used in most video games to animate complex 3D models. This thesis addresses many problems of the implementation of skeletal animations and it presents an effective solution to the most important ones. It contains all the knowledge necessary to use this important animation method, because it explains all the calculations required to transform a model by its skeleton, and then this thesis presents a complete implementation that uses all the concepts explained there. Build on the skeletal animations, the animation editor is the main application of the thesis, and it allows users to modify animations of 3D models. The animation editor is a graphical application with complex user interface and its construction is explained in a great detail.
Extensible Instant Messenger supporting collaborative drawing
Helcl, Jindřich ; Hnětynka, Petr (advisor) ; Keznikl, Jaroslav (referee)
In the present work we describe a tool for communication between two or more users called iNetPaint. The program supports creation of a shared picture. We can also extend the program by adding new painting tools. iNetPaint runs on the XMPP protocol, which enables us to communicate with other clients using this protocol, such as Jabber, Google Talk and others. This work contains documentation for users and for programmers, a summary of similar programs and differences between them and iNetPaint. Furthermore, the work describes how to create your own new painting tools - their definition and implementation.
SOFA 2 runtime support for dynamic languages
Keznikl, Jaroslav ; Malohlava, Michal (advisor) ; Hnětynka, Petr (referee)
Component systems allow to build large scale applications from reusable components. However, many of the contemporary component systems have an extensive component development cycle with a long turnaround time. To speed up the component development, the dynamic languages, which allow to change the implementation at runtime without compilation and restarting, could be used. Therefore, the support of components implemented in dynamic languages could simplify development of application prototypes and add other advantages of interpreted dynamic languages (dynamic typing etc.). The aim of this thesis is to extend the SOFA 2 component system runtime to support primitive components implemented in dynamic languages. The extension is based on the SOFA 2 component aspect mechanism and it focuses on minimal changes of the existing core runtime implementation. The presented implementation also provides tools for interaction with running scripted components in order to allow dynamic implementation changes. On the basis of this extension, the thesis evaluates potential of the SOFA 2 microcomponent-based controller part for building runtime extensions, particularly extensions integrating new runtime technologies such as dynamic languages.
Audio processing - filters and editing
Keznikl, Jaroslav ; Kofroň, Jan (referee) ; Poch, Tomáš (advisor)
The subject of this work is to analyse and implement some of the methods used in programs for sound processing. The work consists of two parts. The theoretical part contains a description of methods, procedures and data structures used in this area. It describes the process of sound sampling, structure of the WAVE format and explains the principles of basic digital audio fi lters. The practical part is formed from the implementation of some mentioned methods in the visual audio editor. The program, entitled AEditor, allows projection of the track in the main window, its playing, editing and the application of digital fi lters, with the preview of the filter setting in real time.
Ferdinand Project Middleware List
Keznikl, Jaroslav ; Malohlava, M. ; Marek, L. ; Tůma, P.
The purpose of this report is to provide an overview of the middleware environments used in the Ferdinand project. The environment selection has been based on four major criteria: Implementation available in source form (necessary for investigating potential performance anomalies). Multiple comparable implementations available (necessary for generalizing performance evaluation results). Environment widely in use in contemporary applications. Realistic workloads available. This report is intended to serve as a (continuously updated) reference for project partners, care is therefore taken to include links to web sites of the individual technologies as much as possible.

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