National Repository of Grey Literature 64 records found  beginprevious40 - 49nextend  jump to record: Search took 0.03 seconds. 
Training Intelligent Agents in Unity Game Engine
Vaculík, Jan ; Chlubna, Tomáš (referee) ; Matýšek, Michal (advisor)
The goal of this work is to design applications, which demonstrate the power of machine learning in video games. To achieve this goal, this work uses the ML-Agents toolkit, which allows the creation of intelligent agents in the Unity Game Engine. Furthermore, a series of experiments showing the properties and flexibility of intelligent agents in several real-time scenarios is presented. To train the agents, the toolkit uses reinforcement learning and imitation learning algorithms.
Game Demo in Unity
Timko, Jakub ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to develop a game demo using the Unity game engine. The demo consist of two parts. The first part is the game itself, where player controls a ball, with which he overcomes obstacles. The second part is a game editor, which serves to create additional levels of the game. The thesis contains a brief analysis of existing games with similar themes as well as a comparison of game engines. It also contains a description of the design and implementation of both parts of the demo.
Vegetation Rendering
Kliš, Michal ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
The aim of this work is the design and implementation of algorithms to simplify complex polygonal models of vegetation so that it is possible to display these models in large numbers, without excessive loss of their visual appearance. The work specifically deals with both the modeling of already minimalist plant models and algorithms for their final simplification. Specifically, these algorithms include the method of converting a polygonal model to a volume map and converting the model to plates. In addition to simplifying the models, the work also deals with their display in real time and lighting.
Volumetric Clouds
Barvíř, Marek ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
Generation of Infographics for Live Streaming
Krejčík, Marek ; Starka, Tomáš (referee) ; Matýšek, Michal (advisor)
Main goal of the work was to create application for static and dynamic graphic creation for use in electronic sports live broadcast. Program should be able to create static graphics for individual matches and also generate dynamic graphics based on responses obtained from Riot Games' servers during a live game. It should also be able to send the acquired graphics to the editing device without using keying.
Advanced Character Animation
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis describes modern real-time character animation techniques and their implementation in C++ language using DirectX and PhysX libraries. The first part of the text deals with a presentation of selected animation principles and is focused mailny on key-frame animation, skeletal animation, morphing and ragdoll simulation. Then follows a description of used DirectX and PhysX libraries and description of motion capturing, using iPi Desktop Motion Capture software. The second part of this thesis is focused on particular ways of implementation of the described animation techniques.
Virtual Tour in VR
Pelánek, Lukáš ; Matýšek, Michal (referee) ; Herout, Adam (advisor)
This thesis deals with the making of virtual tours in the virtual reality. It deals with panoramic photographs and their use in creating virtual tours. In this thesis, two applications were designed and implemented. The first one as a web editor for creating and the other as a mobile application for viewing virtual tours. The created solution provides a comprehensive tool for working with virtual tours.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
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.
Adaptive Level of Detail for Planet Rendering
Moravec, Matěj ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis is focused on real time planet rendering with adaptive level of terain detail in Unity engine. Chunked LOD algorithm is modified and used for adaptive change of level of detail. Intancing is used for efective data rendering. Graphic card is used for creating planet geometry with heightmaps and there is also tessellation used for gradual morfing of level change of detail.

National Repository of Grey Literature : 64 records found   beginprevious40 - 49nextend  jump to record:
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