National Repository of Grey Literature 64 records found  beginprevious45 - 54next  jump to record: Search took 0.01 seconds. 
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.
Generating and Rendering of Large Voxel-Based Scenes
Čejchan, Daniel ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
Graphics Intro 64kB Using OpenGL
Olexa, Jan ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to create a graphics intro using the OpenGL library, where the maximal size of the executable is 64 kB. The program is written in C++ language and uses OpenGL version 4.6.
Graphics Intro 64kB Using OpenGL
Menšík, Jakub ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This Bachelor's thesis deals with the creation of a graphics intro with the executable file size limited to 64kB. The graphics intro is created using the OpenGL API and related libraries. The thesis describes many techniques for a graphics content generation including procedural generation, Perlin noise, mipmaps, volumetric light, face culling, instancing, fog, skybox, and techniques used for reduction of a size of the executable files. The result is a graphical intro showing a night city.
Graphics Intro 64kB Using OpenGL
Bobuľa, Matej ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis deals with the problem of creating an OpenGL Graphical Intro with size limited to 64kB. It describes different techniques and methods used to create such intro. These methods are: procedural generation of terrain, procedural generation of textures, lighting, animation and particle systems. It also deals with size-reduction methods such as compiler configuration and file compression. The result of the intro is a stroll in the night on a volcanic island. Created graphics intro in its size does not exceed the given limit of 64kB.
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (referee) ; Matýšek, Michal (advisor)
Tato práce popisuje způsob implementace volumetrického terénu s důrazem na modifikovatelnost v reálném čase. Použitá datová struktura je bitové pole - materiál terénu není potřeba ukládat, takže pro uložení každého vzorku stačí jeden bit. Textura je odvozována na základě sklonu terénu. Vizualizace se provádí převodem na povrchovou reprezentaci pomocí algoritmu pochodující kostky a následným zobrazením polygonové sítě pomocí vykreslovacího řetězce. Terén i textura jsou generovány procedurálně. Pro rozrušení poměrně pravidelného povrchu je použit displacement mapping a teselace. Jemnější detaily jsou získány pomocí bump mappingu. Pro dynamické stíny je použit shadow mapping.

National Repository of Grey Literature : 64 records found   beginprevious45 - 54next  jump to record:
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