National Repository of Grey Literature 57 records found  beginprevious28 - 37nextend  jump to record: Search took 0.00 seconds. 
Graphics Intro 64kB Using OpenGL
Milet, Tomáš ; Kubíček, Radek (referee) ; Vlček, Adam (advisor)
This bachelor's thesis describes creating of graphics intro with limited size using OpenGL. It describes methods for generating graphical objects, such as textures and terrain. It deals with particle system and cellular automata.
Synthetic Image Noise Generators
Sigmund, Pavel ; Herout, Adam (referee) ; Španěl, Michal (advisor)
  In this work I'm implementing library for generating basic kinds of noises which I'm also using for generating procedural textures and height maps . I have focused on K. Perlin method frequently used for making textures with nature-based motives, like wood, marble or clouds. I've implemented this method into the library to make 2D and 3D textures. Library used for generating  noises, thanks to its variability, is not ment as a source of generated pseudo-random numbers for K. Perlin method only, but we can also use it as a tool to add a noise to any kind of data.
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.
A Set of Web Tools for Visualization Geo-Location System Performance
Hodoval, Pavel ; Pavelková, Alena (referee) ; Brejcha, Jan (advisor)
Aim of this thesis is to create a set of web tools and web user interface to present the results of geo-location system. Thesis contains introduction to theory of data visualization in cartography and basic image processing algorithms. Also there is a research of existingsolutions and tools as well as available web technologies. As a result, a library for geographic data processing and visualization was implemented and its results are shown as web map presenting geographical and statistical data. Quality of the implementation was verified and tested by user test and automated machine test with mostly positive results.
3D Racing Game
Vlach, Jan ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This bachelor thesis focuses on desing and implementation of 3D racing game with graphical effects. The goal of this thesis is to create a racing game with the help of particle emitors. For collision detection is used Bullet physics library. Because of it, all players react to other scene objects. Terrain is generated from height map and supports multitexturing technique, which allows for multiple textures to be applied to terrain's surface. Game's racing track is defined by collision map. In thesis, there is an emphasis on creating editor for easy map creation and editation. Editor allows for drawing Kochanek-Bartels splines, which are then used to determine the movement of the oponents.
Graphics Intro 64kB Using OpenGL
Baáš, Andrej ; Matýšek, Michal (referee) ; Herout, Adam (advisor)
This thesis deals with the creation of a graphic intro with limited size. This work describes methods and techniques for generating the graphic content. It deals with procedural generation of textures and objects, creation of particle systems, lighting and animation of selected objects. It describes methods for reducing the size of the final application. The result is a graphical intro showing an underwater environment with a coral reef and floating fish whose size is less than 64kB.
Height map compression techniques
Lašan, Michal ; Kahoun, Martin (advisor) ; Křivánek, Jaroslav (referee)
The goal of this thesis is to design a suitable method for lossy compression of heightmap terrain data. This method should accept blocks of float samples of dimensions 2^n x 2^n as an input, for which it should be able to perform progressive decompression of mip-maps (lower-resolution representations). It should keep the reconstructed data within a certain maximum per-sample error bound for each mip-map level. This bound should be in the unit of meters and adjustable by the user. Given these constraints, it should be as efficient as possible. Our method is inspired by the second generation of progressive wavelet-based compression scheme modified to satisfy the~maximum-error constraint. We simplified this scheme by factoring out unnecessary computations in order to improve the efficiency. Our method can compress a 256x256 block in about 30 ms and decompress it in about 2 ms. Thanks to these attributes, the method can be used in a real-time planet renderer. It achieves the compression ratio of 37:1 on the whole Earth 90m/sample terrain dataset transformed and separated into square blocks, while respecting the maximum error of 5m. Powered by TCPDF (www.tcpdf.org)
GeoGen - Scriptable generator of terrain height maps
Zábský, Matěj ; Petříček, Martin (advisor) ; Krajíček, Václav (referee)
This thesis presents a scriptable terrain height map generator. Its scripts are written in a powerful C-like scripting language. Terrain generation tools available include random noise generators, filters, combiners, masking functions and natural erosion simulators. Graphical script development environment which integrates the generator with modern code editor, interactive 3D height map viewer and other tools is presented. Existing terrain creation tools are analyzed. Various algorithms used in terrain generation are discussed. Example scripts written for this generator are presented.
Graphics Demo Employing Procedural Textures
Drevický, Dušan ; Matýšek, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the design and implementation of a size-limited 64 kB graphics demo. Procedural generation is used for the definition of structure and appearance of realistic natural terrain. The terrain is described by a heightmap based on noise functions described in this work. Rendering utilizes the ray marching method and is done in real time. All parts of the implementation described in this work were created exclusively within the fragment shader of the GPU.
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.

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