National Repository of Grey Literature 30 records found  beginprevious21 - 30  jump to record: Search took 0.00 seconds. 
Deep Learning AI in Game Environments
Glós, Kristián ; Bobák, Petr (referee) ; Polášek, Tomáš (advisor)
This thesis is focused on analysing deep learning algorithms and their ability to complete given tasks implemented in game environments created via the Unity game engine. Secondary objective was to research and specify possible use-cases of deep learning during game development. The algorithms used fall into Reinforcement learning, Imitation learning and Neuroevolution, while Reinforcement learning was used throughout the whole game scene development cycle. Analysis and results were collected through training the networks in different game scene states and other factors.
iOS Application for Traffic Violation Reporting
Budáč, Tomáš ; Polášek, Tomáš (referee) ; Bobák, Petr (advisor)
This bachelor thesis is dedicated to the proposal and implementation of the application for both the iOS operating system and the server REST API. The application was implemented in the programming language Swift and its interface SwiftUI. This thesis is structured into a theoretical section, which focuses on the description of current technologies and the current state of already existing solutions. The practical section incorporates the proposal, implementation and app trial. All of that was created based on theoretical knowledge. The result is a user-friendly mobile application for reporting traffic offenses associated with inappropriate parking in the cities with a web-based traffic management interface.
iOS Application for Festival Visitors
Menšík, Jan ; Polášek, Tomáš (referee) ; Bobák, Petr (advisor)
The aim of this thesis is to implement iOS application aggregating information about festivals to one place. Application should provide general overview about individual festival events and help users with time planning. Thesis is describing process of creation from user interface design and system architecture to implementation with final testing. The result is client-server application providing web interface to organizers for any kind of festival registration which is later available in the mobile application. Server is implemented in Django framework, client application in framework SwiftUI.
iOS Application for Painting Visualization in Augmented Reality
Mensák, Samuel ; Polášek, Tomáš (referee) ; Bobák, Petr (advisor)
This bachelor thesis deals with augmented reality on mobile devices made by Apple with focus on visualization of images on vertical plane. At the beginning of the thesis, reader is informed about technologies related to augmented reality and development of mobile and web applications in Swift programing language. Based on these technologies, mobile application and web server is designed and implemented. The thesis describes whole process of development starting with designing of UI, continuing with implementation and testing and finishes with working mobile application and web server. The resulting client-server system enables user to visualize paintings in augmented reality using mobile app.
Polygonal Mesh Segmentation
Bezděčík, Ladislav ; Polášek, Tomáš (referee) ; Španěl, Michal (advisor)
This bachelor's thesis deals with the issues of segmentating 3D models of human jaws. It analyzes currently used methods and proposes, implements and tests possible improvement to these methods from user perspective. The proposal consists of using neural networks for topology recognition on jaw models, and possibly combining this topology with currently used segmentation methods. This thesis also analyzes and implements the possibility of automated expnansion of 3D model datasets converted to depth maps, used for neural network training.
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.
Simulation of Snow and Ice Features
Čech, Ondřej ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This project focuses on simulation of formation of glaciers known as Penitentes. It is based on mathematical model of formation of these structures by M. D. Betterton. Implementation is done in C++ programming language, and the result is exported as bitmap image containing heightmap, which can be rendered using Blender.
Hybrid Raytracing in DXR
Polášek, Tomáš ; Matýšek, Michal (referee) ; Kobrtek, Jozef (advisor)
The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.
Graphic Engine Based on Entity Component System
Polášek, Tomáš ; Matýšek, Michal (referee) ; Španěl, Michal (advisor)
The goal of this bachelor thesis is the design and implementation of a library for entity management which allows software development using the Entity-Component-System paradigm. Analysis of the current state of software design is presented, including comparison of techniques used for entity representation. Potential advantages of composition are discussed from the hardware point of view, primarily based on the memory hierarchy found in modern computers. Thesis proposes design of an entity system, using the ECS paradigm, which allows dynamic composition of entities during runtime of application from predefined components. The resulting system is designed to allow for easy parallelization of performed actions and user customizability of component data structures. The result of this bachelor thesis is a C++ multi-platform library, named Entropy , which enables its users to design applications using the ECS paradigm.
Probíhající reformy v zemích zálivu a jejich dopad na pozici USA v regionu
Antolík, Tomáš ; Pešková, Vladimíra (advisor) ; Polášek, Tomáš (referee)
This work evaluates the current situation in the six member states of the Gulf Cooperation Council. The main areas of evaluation are the ongoing reforms, the proposed monetary union and the relationship with the United States. As for the reforms, the main focus is the transition from a closed to an open market economy and the mitigation of their oil dependence. Furthermore, the following chapter deals with an analysis of the Optimum Currency Area for the GCC region. Finally, the last chapter is aimed to provide a brief insight into the US-GCC relationship and its prospects in the near future.

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