National Repository of Grey Literature 36 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Non-Euclidean Rendering in VR
Bobuľa, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
Game Interface with Data Projector and Leap Motion
Holcner, Jonáš ; Najman, Pavel (referee) ; Zahrádka, Jiří (advisor)
The goal of this paper is to develop a gaming user interface and a game itself using potential of the Leap Motion Controller in combination with projected image of a projector. This interface requires a projector calibration for user to be able to interact with the image. The calibration enables translation of points between coordinate spaces of Leap Motion and projector. Combined with data from Leap Motion, this allows user to interact with applications and games only by hands within the projected image. The solution contains a projector and a Leap Motion located over a table looking at the table desk. Leap Motion is used to track hand motions above the table. The capabilities of the proposed interface are demonstrated on a computer game, which was developed in Unity 3D engine.
Augmented Reality Using Video from a Stationary Camera
Tinka, Jan ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The goal of this thesis is to provide an interactive scene editor prototype as a way to compensate for the limited static object recognition capabilities of the fixed-camera-based approaches to augmented reality. The final result is an editor developed in the Unity game engine, which can be used to create simple objects and output of which is Unity project compatible.
Multiplatform Game Development Using the Unity Engine
Jašek, Roman ; Zachariáš, Michal (referee) ; Kajan, Rudolf (advisor)
Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a naopak zvýšit počet vykreslení za sekundu při zachování stejné vizuální kvality. Práce také nabízí pohled do minulosti tohoto odvětví a předpoklady o jeho příštím směrování.
3D Driving School
Řeháček, Prokop ; Rydlo, Karol (referee) ; Chudý, Peter (advisor)
The main topic of this thesis is to create a simulator for educational purposes, which is able to simulate the traffic situations and to control the compliance of traffic regulations. Modern game engine Unity 3D and development of simulator in C # for this engine are introduced within this thesis. Creating a simulator or computer game in general, imposes multiple requirements in different disciplines, and therefore, this work deals with themes such as the creation of 3D models, work with audio content, design of virtual city model, etc.
Augmented Reality on Mobile Devices
Valenta, Marek ; Szentandrási, István (referee) ; Kobrtek, Jozef (advisor)
This thesis deals with design and implementation of an application that let’s you expand your reality throught he grid which serve as theplaying surface for the game. The game works on the basis of laying the blocks on this surface. There are analyzed the possibilities of augmented reality, explains why augmented reality is used with a marker. It also contains a description of the work and describes some important scripts.
Non-Euclidean Rendering in VR
Bobuľa, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
Augmented Reality for Industry 4.0
Kruták, Tomáš ; Burian, František (referee) ; Žalud, Luděk (advisor)
The goal of this diploma thesis is to explore possibilities and principals of virtual and augmented reality, especially in relation to use in the factories of Industry 4.0. Introduce also a optical location systems VICON and OptiTrack. . It also studies the possibilities of 3D visualization of technical objects using viewing glasses and selects a suitable framework for creating an augmented reality focused on the environment of MS Windows, UNITY 3D engine and the C# programming language. Last chapter designes and developes software solution depicting an artificial scene in viewing glasses.
3D Driving School
Kapoun, Petr ; Veigend, Petr (referee) ; Šátek, Václav (advisor)
This thesis deals with design and implementation of a 3D driving school simulator. After the analysis of existing solutions and the design of the simulator, this thesis discusses the issue of checking the rules on the road and the possibility of their implementation in the simulator. The Unity 3D game engine was chosen for this task. The models were created in Blender.
Virtual Reality Enabled Flight Simulator
Ruta, Dominik ; Vlk, Jan (referee) ; Chudý, Peter (advisor)
This bachelor thesis is focused on the development of a flight simulator, which uses its own simlaution core to run an aircraft dynamic model. The simulation framework cosists of a motion model, the Earth atmosphere model, aerodynamics and inertial characteristics of the aircraft and an aircraft propulsion model. The Unity 3D software was used for the simulation enviroment and user interface development. The 3D models of the cockpit and the aircraft were modeled in a student version of the 3DS Max. The presented simulator also supports the virtual reality for higher simulation autenticity and an improved sense of realism.

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