National Repository of Grey Literature 69 records found  beginprevious50 - 59next  jump to record: Search took 0.01 seconds. 
Level of Detail (LOD) Algorithms in OpenSceneGraph Library
Koukolíček, Ondřej ; Kršek, Přemysl (referee) ; Pečiva, Jan (advisor)
The aim of this thesis is to explore and evaluate capabilities of the OpenSceneGraph library in the field of level of detail (LOD) algorithms. It contains introduction to the LOD issues and detailed description of techniques that are used in conjunction with this technology. Furthermore it analyses those tools available in OSG, which can be used to create an application utilizing LOD. The main part of the thesis is focused on description of design and implementation of application, which uses the LOD capabilities of OSG as well as own extension to these methods. In the conclusion, the resulting application is subjugated to a benchmark and the OpenSceneGraph librarys LOD capabilities are evaluated.
Algorithms for Mesh Simplification
Milata, Václav ; Španěl, Michal (referee) ; Pečiva, Jan (advisor)
The topic of the thesis is using of OpenSceneGraph, tools for LOD and algorithms for mesh simplification. The result is a game prototype and a program for demonstrating algorithms.
Simple Flight Simulator for Windows Phone 7
Hacaj, Marián ; Kajan, Rudolf (referee) ; Herout, Adam (advisor)
Thesis describes programming of 3D applications, mainly games, on Windows Phone 7 platform and lightly compares this approach with Silverlight platform. It also describes XNA framework in detail and programming plane simulators problems. In the second part of this thesis, reader can find complete description of implementation of a simple airplane simulation for Windows Phone 7 platform, which is based on the XNA framework. The game consists of implementation of terrain, sky, plane, scene and also of physics and the principle of the game.
Minimal Representation of the Božetěchova Complex
Král, Tomáš ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The document describes developing graphical application with limited size. It describes suitable techniques for a polygonal mesh's compression. The second part is focused on practical usage of this techniques for developing scene in 3D modeling environment and also describes how to transfer this model to the executable file. The work attends to optimalizations of source code compilation and executables compression at the final chapters.
Terrain LoD Algorithm Implementation
Radil, Přemek ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
Algorithms of Level of Detail in OpenSceneGraph
Hupka, Dušan ; Milet, Tomáš (referee) ; Pečiva, Jan (advisor)
Present graphic requires a lot of optimizations of rendering techniques and mathematical calculations. It is caused by increased requirements of scene's visualization. One of scene's optimizing techniques is the Level of detail. This thesis is focused on methods used by LOD in OpenSceneGraph and OpenGL library. Next it will be described how to choose the right level of detail in a scene. Later it will be explained how to simplify 3D models. These techniques will be implemented in converting tool and demonstrating application. Methods for simplify 3D models will be tested for their speed and quality.
Realistic Visualization of Environment in Computer Games
Jozefov, David ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This bachelor thesis shows the basics of landscape rendering in computer games. It explains fundamental principles of computer graphics creation and implementation of the three parts of the landscape - terrain, water surface and the sky. In more detail it describes Brute force and ROAM algorithms for terrain rendering and compares the achieved results of the both of them.
Game for Teaching Very Basic Programming
Rončka, Martin ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. This is followed by a design and implementation of visual programming interface in Unity3d and later integration of this interface into a simple game supporting the foundings from the first part of the thesis. This thesis is then being evaluated from the technical and user perspective with the goal to analyze the effectiveness of both the visual programming interface and the game as a tool to introduce programming to non-coders.
Design of Sailing Boat
Křížová, Barbora ; Řezníček, Svatopluk (referee) ; Křenek, Ladislav (advisor)
The topic of this master‘s thesis is design and analysis of a sailing boat in accordance with ergonomic and technological requirements. The goal is to create a sailing boat, which will be modern, visually interesting and which and which will take future development of both design and technology into account.
Leisure time centre Brno - Brno reservoir
Novotný, Lukáš ; Velek, Jan (referee) ; Dulenčín, Juraj (advisor)
The proposed leisure center building Rowing Club bellows is located in southern part of the Brněnské přehrady between section Rakovec and Kozí horka. The building stands on existing club Lodní sporty Brno in the parcel čp. 1236. The idea of building is a ship sailing on the mainland, whose sails it look like waves. Student accommodation is designed to the second, third and fourth floor. Restaurant and administrative facilities connected to the terrace is designed in the basement. In the first underground floors are designed locker rooms, athletic facilities, kitchen and in the second underground floors is designed rowing pools and rowing boatyards connected to the ground. On the eastern side is a wooden rack tribune. Roads and pavements around the building are designed with simplicity and function.

National Repository of Grey Literature : 69 records found   beginprevious50 - 59next  jump to record:
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