National Repository of Grey Literature 63 records found  beginprevious54 - 63  jump to record: Search took 0.00 seconds. 
CSG modeling for polygonal objects
Václavík, Jiří ; Křivánek, Jaroslav (advisor) ; Beneš, Jan (referee)
This work deals with an efficient and robust technique of performing Boolean operations on polygonal models. Full robustness is achieved within an internal representation based on planes and BSP (binary space partitioning) trees, in which operations can be carried out exactly in mere fixed precision arithmetic. Necessary conversions from the usual representation to the inner one and back, including their consequences are analyzed in detail. The performance of the method is optimized by a localization scheme in the form of an adaptive octree. The resulting implementation RazeCSG is experimentally compared with implementations used in practice Carve and Maya, which are not fully robust. For large models, RazeCSG shows only twice lower performance in the worst case than Carve, and is at least 130 times faster than Maya.
Design and evaluation of a user inteface for cinematic lighting
Růžička, Martin ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This diploma thesis deals with global illumination and generally with the process of illumination of prepared scenes. A program for illumination management was written for this purpose. It can manage both direct and indirect illumination in interactive time. Simple and comfortable user interface allows for addition, deletion and change in light settings. Different types of both point and area lights are supported. In the course of all work, the program displays current illumination of the scene. With the help of this application, a series of different experiments will be carried out. We will explore the way users work during illumination, the way they perceive different properties of global illumination, various options of its control and its comparison with common direct illumination.
Live-cell tracking in time-lapse sequences
Zámečník, Tomáš ; Šorel, Michal (advisor) ; Křivánek, Jaroslav (referee)
Title: Live-cell tracking in time-lapse sequences Author: Tomáš Zámečník Department: Department of Software and Computer Science Education Supervisor: RNDr. Michal Šorel Ph.D., Oddělení zpracování obrazu ÚTIA AV ČR Abstract: This diploma thesis deals with methods of tracking particles in image sequences. It's goal is to design and implement a complete system for tracking of live cells, their motion and division. The thesis uses conclusions of published scientific papers, studies their application and analyzes possibilities for their mo- difications or improvement. As a result, there are two applications. First of them is a demonstrational pro- gram, provided as an attachment of this thesis. Second implementation is a mo- dule of commercial software NIS-Elements, by Laboratory Imaging, Ltd., which is used by both scientific and commercial institutions in the whole world. Keywords: cell tracking, particle tracking, cell division 1
Generování vlasů interpolací
Šik, Martin ; Křivánek, Jaroslav (advisor) ; Kolomazník, Jan (referee)
This thesis describes a procedural hair generator that is able to generate hair from just a few hairs, called hair guides, which are directly modeled by a 3d artist. The procedural hair generator is a part of Stubble project -- a tool for hair modeling in Autodesk Maya. The procedural hair generator can generate hair during rendering, thus avoiding storage of hair geometry in a scene file, which makes the rendering process very efficient. Furthermore, hair can be generated interactively and displayed by OpenGL during modeling in Maya. Generated hair geometry is mainly defined by interpolation from the mentioned hair guides; however it is also influenced by many hair properties. These properties can change hair geometry using noise functions, define hair color, width and more. To determine hair root positions on a given triangular mesh I use my own mesh sampling algorithm that generates random samples on a triangular mesh according to a density defined by a 2-dimensional texture. My sampling algorithm uses an innovative way of sampling from a discrete probability distribution, which can be used in other applications than mesh sampling.
Realistic hair rendering in Autodesk Maya
Svoboda, Tomáš ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This thesis describes a real-time hair rendering in 3D animation and modeling software Autodesk Maya. The renderer is part of the Stubble project a - Maya plug-in for hair modeling. The presented renderer provides a high-quality interactive preview that allows fast hair modeling without the need for rendering in slow off-line renderers. The goal of this work is to create a renderer that can generate images in real-time that are as close as possible to the output of the 3Delight renderer - a plug-in for Maya that is based on RenderMan standards.
Acceleration of Ray-Casting for CSG scenes
Zajíček, Petr ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
Ray tracing acceleration methods are usually applied to scenes defined by triangle meshes.These scenes contain a large number of triangles. In contrast, CSG scenes contain orders of magnitude less more complex primitives primitives. In this thesis we will present the Operation KD-tree. This acceleration method applies the KD-tree --- modern acceleration method developed for triangle meshes --- directly to the CSG scene. This is done on the premise, that the huge reduction in primitive count will yield enhanced performance, when rendering a scene using CSG instead of triangle meshes.
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří ; Křivánek, Jaroslav (advisor) ; Wilkie, Alexander (referee)
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
Advanced HDR image viewer
Wirth, Michal ; Křivánek, Jaroslav (advisor) ; Wilkie, Alexander (referee)
04.01.17 abstract.txt 1 file:///home/misa/Desktop/dp/abstract.txt The primary purpose of this thesis is to determine criteria for a high- dynamic range (HDR) image viewer accented by computer graphics artists and other users who work with HDR images produced by physically-based renderers on a daily basis. Also an overview of already existing solutions is present. Based on both of them, a new HDR viewer is designed and implemented giving an emphasis on its memory and performance efficiency. For these purposes two alternative image data layouts, Array-of-Structures (AoS) and Structure-of-Arrays (SoA), are discussed and their impact is measured on the speed of an algorithm for changing image saturation which has been selected as a representative part of whole tone mapping process of the viewer. It has turned out that the latter type of layout allows the algorithm to run about 3 times faster or more under the conditions of a defined testing environment. The thesis has two main contributions. First it gives the above users a tool which could help them when working with HDR images. Second it indicates that there may be a potential of significant speed-up of implementations of tone mapping algorithms.
Residential House
Matýsek, Kamil ; Křivánek, Jaroslav (referee) ; Čuprová, Danuše (advisor)
Residential House, independent state, without basement, with four floors. House contains ten apartments, it is based on wall footing, vertical supporting constructions are walled, ceilings are prefabricated, flat roof

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