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Simulation of Fluids Behavior in 2D
Pazdera, Vlastimil ; Pečiva, Jan (referee) ; Zemčík, Pavel (advisor)
This thesis deals with the simulation of fluids in 2D cut for mobile devices using technique Smoothed Particle Hydrodynamics implemented in game engine Unity. The resulting program is usable on mobile devices as a structural element of the games and interactive applications. With the parameters you can alter the properties of liquids for example viscosity. The work focuses on the greatest applicability in mobile applications and takes into account the requirements and limits of the devices to achieve the best visual and physical properties of the simulated liquid.
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Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor) ; Wilkie, Alexander (referee)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)
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Editing 3D Models Using Physical Simulation
Dzurenko, Martin ; Kmoch, Petr (advisor) ; Yaghob, Jakub (referee)
Simulation of 3D models is an important part of computer graphics. Real-time rendering of material deformations is widely used in animations. Regarding the animations, the deformations of materials must be plausible for public audience, not necessarily physically accurate. Mass-spring systems method offers a solution that decomposes objects to hexahedral elements. The element mesh define a spring system governed by Newton dynamics. Parameters used to set up material characteristics on the springs are Poisson's ratio, Young's modulus of elasticity and density of the material. The mesh dynamics are solved using integration methods which apply ordinary differential equations. The thesis presents application of the solution in a simple windowed editor for users unfamiliar with the topic. Core algorithms and implementation are discussed in detail. The editor supports internal save files, exporting of deformed objects and multiple integration methods. Comparison of the used methods is presented in terms of speed, accuracy and stability.
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Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
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Collision Detection Library
Chlubna, Tomáš ; Španěl, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the problem of detecting collisions of nontrivial polygonal models in three-dimensional space. In general, there are methods describing how to mathematically express and calculate such collisions. However, such methods are usually unsuitable for usage in information technology due to the performance and memory requirements. It is also necessary to work with the discrete time that is not present in the real world. That brings the need to implement algorithms that are not only able to detect the collisions in a specific point in time, but also to predict them according to the available data about the movement of the objects in the scene. The solution uses game development and physics simulations techniques. Therefore, this works describes some optimization techniques as well as suitable scene representation formats and GPU rendering mechanisms.
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Optical Localization of Very Distant Targets in Multicamera Systems
Bednařík, Jan ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
This work presents a system for semi-autonomous optical localization of distant moving targets using multiple positionable cameras. The cameras were calibrated and stationed using custom designed calibration targets and methodology with the objective to alleviate the main sources of errors which were pinpointed in thorough precision analysis. The detection of the target is performed manually, while the visual tracking is automatic and it utilizes two state-of-the-art approaches. The estimation of the target location in 3-space is based on multi-view triangulation working with noisy measurements. A basic setup consisting of two camera units was tested against static targets and a moving terrestrial target, and the precision of the location estimation was compared to the theoretical model. The modularity and portability of the system allows fast deployment in a wide range of scenarios including perimeter monitoring or early threat detection in defense systems, as well as air traffic control in public space.
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Physics Simulation on GPU
Janošík, Ondřej ; Zemčík, Pavel (referee) ; Polok, Lukáš (advisor)
This thesis addresses the issue of rigid body simulation and possibilities of paralellization using GPU. It describes the basics necessary for implementation of basic physics engine for blocks and technologies which can be used for acceleration. In my thesis, I describe approach which allowed me to gradually accellerate physics simulation using OpenCL. Each significant change is described in its own section and includes measurement results with short summary.
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Physics Simulation for Pinball Game
Čermák, Jakub ; Polok, Lukáš (referee) ; Zachariáš, Michal (advisor)
The objective of this work is to create a library for physical simulation and using the library to create a game of pinball, on which you can test functionality of the library. Problems that appeared during the creation of the library, are described in this paper along with their solutions. In particular, tunneling, detection and results of collisions. Subsequent optimization solutions to these problems for our specific library. Of no smaller importance are principles which reduce the requirements of the final simulation. Among the most important ones are the correct choice of limits, detection of rolling and sleep of slowly moving dynamic objects.
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Physical Simulation in Virtual Reality
Grünseisen, Vojtěch ; Navrátil, Jan (referee) ; Pečiva, Jan (advisor)
This work describes using of SDL, OSG and ODE as tools in game development and how they can be integrated to work together. Theory about collision detection and its role in physics engine is also described. Used libraries are described as well. With this engine a game scene is created and driven. This scene contains bodies connected by ODE Joints. Scene content and application controls are meant to resemble first person shooter game style.
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Physical Simulation of a Cloth
Vavro, Ondrej ; Seeman, Michal (referee) ; Navrátil, Jan (advisor)
Thesis covers problematics of simulating cloth(textile) behaviour under different conditions. It explains basic principles used in construction of cloth computer model, describes inner and outer forces that act on cloth and shows different integration methods that forward simulation in time from the view of suitability and speed when used on cloth simulation. Work also includes description of implementation of a demo application in which is part of these problematics tested.
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