National Repository of Grey Literature 30 records found  previous11 - 20next  jump to record: Search took 0.00 seconds. 
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.
Design and Implementation of a 2D Game in Unity
Dvořáček, Martin ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The goal of this thesis is to create 2D roguelike platforming game with basic enemy behavior and creating levels randomly from modules. Game will be made in game engine Unity.
Kalibrace fluorescenčního optického mikroskopu s pomocí elektronového obrazu
Erlich, Lukáš ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This master’s thesis deals with the topic of image correction in fluorescence optical microscopy using electron image as a template. The aim is to design methods to analyze observed distortions in investigated microscopic systems and propose techniques for their correction. The thesis also presents a calibration sample that is utilized within it. Additionally, the work provides an overview of some existing solutions for modeling and suppressing distortion.
Simulation and Visualization of Snow and Ice Features
Čech, Ondřej ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The topic of this thesis is a simulation of the formation of ice features called penitentes. Penitentes are ice features formed by sublimation, that is caused by the concentration of solar energy in depressions of the snow surface. The model is based on the mathematical description by M. D. Betterton. Main highlight of this work is an extension of this one-dimensional model into three-dimensional space using ray casting and Monte Carlo integration. The final program works with Polygon File Format 3D objects and is written in C++ language. Its results were evaluated on synthetic data and also on a scan of the natural penitentes field. The model proved it can form structures visually similar to penitentes, but interaction with real data showed some problematic behavior transferred from the original mathematical model.
Design and Implementation of Racing Computer Game
Dvořák, Tomáš ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The aim of this thesis is to create a racing game in order to revive this genre. The game is developed in Unity game engine and uses similar elements from other popular titles. However, it is most reminiscent of Trackmania. The player drives around in a course and tries to beat preset times. There are five ratings in total – none, bronze, silver, gold, platinum. The thesis does not only describe the implementation of said game, but it also contains the data gathered from testing and major changes made thanks to user responses.
Design and Implementation of Survival Computer Game
Kováč, Ondrej ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
Táto bakalárska práca sa zameriava na návrh a implementáciu postapokalyptickej survival počítačovej hry s RPG prvkami nazvanej "Beneath the Mushroom Clouds". Práca obsahuje krátky úvod do herného priemyslu a žánrov opisujúcich hru, všeobecný prehľad herných enginov a špecifické aspekty herného enginu Unity. Ďalej popisuje návrh a implementáciu niektorých individuálnych prvkov, ktoré tvoria danú hru. Implementácia týchto prvkov je popísaná konceptuálne s minimálnymi ukážkami kódu.
Struktura populací prasete divokého (Sus scrofa) a efektivita jejich lovu
Polášek, Tomáš
The structure and quantity of wild boars population estimate future status and it is necessary for right management with wild boars. In two free hunting grounds and game preserve, was in the years 2016-2019 analysis of age structure, sexual structure and weight categories. The analysis of wild boar population was implemented in 18 organise hunts and hunters hunt down 1109 wild boars. Analysis shows still uneven sex ratio in favour of females, and indicates the inefficient management in the category of piglets. In the hunting grounds is also not the right age structure and the overall composition gives the possibility to higher reproduction.
Design and Implementation of a Game for Nintendo Game Boy
Krejčíř, Štěpán ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This bachelor's thesis briefly introduces the reader to the context surrounding the launch of the handheld console Nintendo Game Boy. It focuses on the development process for this console, lists the console's quirks that are essential to know in order to write effective code, and suggests solutions to some common problems. The practical part describes the design and implementation of a rhythm game for Game Boy using C language and GBDK-2020 toolkit.
Design and Implementation of a 2D Game in Unity
Dvořáček, Martin ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
The goal of this thesis is to create 2D roguelike platforming game with basic enemy behavior and creating levels randomly from modules. Game will be made in game engine Unity.
Realistic Visualization of Snow
Chukir, Patrik ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This diploma thesis follows visualization of snow formations, which are called penitentes. This work includes also collecting the data needed to derive the optical properties of the penitentes material. Which are different phases between snow and ice. For visualization method is used Progressive Transient Photon Beams, that this work implements with the help of SmallUbpb.

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