National Repository of Grey Literature 69 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 seconds. 
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci budeme stavět na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Našim cílem je vytvořit aplikaci simulující ekosystém v programu Unity engine. Budeme se soustředit na výhody ECS architektury and vysvětlíme její atributy a rozdíly oproti tradičnímu přístupu. Pro běh naší simulace použijeme framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace bude emulovat Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy budou prezentovány v grafech, které blízce sledují očekávané grafy. Tato práce poskytne hlubší porozumění ECS architektury a její specifikace v rámci implementace Entitas. Také shrne použitý přístup ke stavění jednoduchého ekosystému a výsledné nálezy.
Skeletal Animations Library
Maliňák, Jan ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
Main objective of this thesis is designing a physical based solution to generating skeletal animations. This allows both micro adjustments of animation in realtime and dynamic generation of character's movement without previous preparation of animation for given specific purpose. Created module for Unity game engine uses angular velocity to rotate bones of skeleton, rather than evaluating animation curve for specific time. The calculation is done by generating muscle forces, calculating torque and applying resulting angular acceleration of each bone. After specifying a target in one of its forms, the animating system will start moving with linked skeleton and will try to approach given target.
Virtual Blacksmith
Halamová, Mária ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with creation of an application for demonstration of smithing for virtual reality platforms. The purpose of the application is to present historical smithing craft with the help of modern technologies from the first person's view. The thesis researches realistic simulation methods used in smithing techniques and an appropriate way of visualising a metal object. The application implements a 3D simulation of heating and deformation of forging materials using user-controlled forging tools in virtual reality. Partial heating of the metal is visualized by procedural material. The user experience is enhanced by added audio and haptic feedback. The final application is created in Unity framework and is developed for Oculus Rift virtual reality set.
Realistic Rendering of Atmospheric Phenomena
Sabela, Ondřej ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to develop a GPU accelerated computer program which is able to simulate light scattering in the Earth's atmosphere and clouds using the simplest possible combination of various realistic rendering techniques. A detailed explanation of the physical and phenomenological background of the basic characteristics of both solid and translucent materials is included. Physically based rendering methods which are able to simulate such phenomena are presented along with several optimizations, including precomputation and lookup tables, with a focus on functional fidelity to real-world principles. The presented solution is based on data from real-world microphysical measurements. The resulting outdoor scene images can be used as background environment maps in 3D modelling and design software. The open source code can also serve as a starting point for describing the implementation of the presented rendering techniques. 
RPG Game in Unity with Procedural Elements
Líška, Samuel ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The main objective of this thesis is to create 2D top-down RPG game with a focus on procedural generation in Unity. This thesis contains a summary of information about videogames, procedural content generation, game engines, and Unity itself. This thesis also contains solution design and implementation of the game. Perlin noise and its processing into the biome with the usage of Whittaker diagram has been used. Multiple systems to enhance gameplay are described as well. Lastly, this thesis contains testing and evaluation with a small survey.
Interactive Visualization of Large 3D Graphics in Web Browser
Ludvík, Martin ; Vlnas, Michal (referee) ; Španěl, Michal (advisor)
This bachelor thesis deals with rendering data-intensive scenes in a web browser. What solution are available for creating a functional application and a description of existing solutions. Final creation of a web browser point cloud viewer using JavascriptAPI WebGPU.
Photorealistic Rendering of 3D Scenes
Vlnas, Michal ; Milet, Tomáš (referee) ; Zemčík, Pavel (advisor)
This thesis proposes a concept of sampling, especially for path tracing like algorithms, for faster convergence of the scene, using a local radiance approximation in the scene with hemispherical harmonics, which allows more effective way of ray casting on the given surface. In the first part, the basics of photorealistic rendering are introduced together with commonly used algorithms for image synthesis. The mathematical apparatus used in this thesis is defined in the second part of the thesis. Subsequently, existing solutions in this area are presented. The following chapter summarizes state-of-the-art methods in this branch. The rest of this thesis is focused on proposal and implementation of already mentioned extension.
Mobile Tower Defense Game
Václavík, Filip ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to design and implement a mobile game in game engine Unity. This thesis describes game development on mobile devices and the development of mobile game in Unity engine. The basis of this mobile game is formed in the Unity game engine as well as animations of characters whose graphics were created using Gimp software. The game contains a full-fledged single player campaign with several level variants, containing various tower and enemy mechanics. The game also offers a simplified editor for creating your own maps for possible sharing with other players. The game is set in a fictional medieval world and is enriched with mechanics that are not typical for tower defense games, such as playing as the other side.
Simple Game Engine
Štefáček, Michal ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
Použití herního enginu značně urychluje proces vývoje her. Za posledních několik desetiletí vzniklo množství zdarma použitelných herních enginů, z nichž některé mají volně dostupný zdrojový kód. Cílem této práce je pochopení procesu vývoje takovéhoto softwaru. Pro zúžení rozsahu se projekt primárně zaměřuje na vývoj 2D her.
Mobile Application "Paramedic doggy" - Injured Cyclist
Richter, Adam ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
This work deal with creation of mobile application with educational purposes for children in age between 6 to 10 years with cartoon theme. Educational purpose is focused on first aid in situation where child is forced to help injured person. Application is solved in the form of educational quiz with options A), B) and C), which overlaps with minigames and animations of application mascot. Because of the focus on children in age category, who are learning how to read fluently the application contains in settings option text to speech. Work contains 7 parts including introduction and conclusion. Second part contains general description of the mobile application development. Third part describes in more detail framework Unity, which choice is justified in the part four. Fifth and sixth part describe design and implementation of the resulting application Pejsek Záchranář.

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