National Repository of Grey Literature 14 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Multiplayer Computer Game
Kudr, Michal ; Herout, Adam (referee) ; Hradiš, Michal (advisor)
My work objective is introduce game programming. It is able to find basic informations about game scene creating, game state changing by user inputs events and simple resolution of multiplayer game in this work. By means of getting knowledge I propose simply multiplayer tank simulator in virtual network environment.
FPS
Konečný, Dominik ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
This text documents the creation of a prototype of core systems in a digital FPS (first person shooter) game. There are two goals. One is to fulfill all the requirements of the genre and to follow up on its history. The second one is to try and find new approaches to individual elements from the design perspective, but also their connections and controls. The elements themselves are movement (walking, running, jumping etc) and combat (shooting, aiming, enemies and their capabilities and intelligence). Also the work is about finding ways how to transmit information through immersive user interface, mainly virtual hands and items. Throughout the work I focus on the elements one at a time. First I shortly describe what they are and their purpuse, then a bit about their history and in the end I describe my approach.
Video Enhancement Using Convolutional Networks
Skácel, David ; Špaňhel, Jakub (referee) ; Hradiš, Michal (advisor)
Convolutional neural networks (CNN) represent a state-of-the-art approach to non-trivial image processing tasks, including compression artifacts reduction and image super-resolution. As some research groups nowadays show, these networks can also be leveraged to perform such tasks on real-world video data, resulting in video spatial super-resolution and more. The main goal of this work is to determine whether these nets can be adjusted to perform temporal super-resolution of real-world video data. I utilize the aforementioned neural net architectures in this paper to do so. As I show, given that the input videos are of reasonable quality, these nets are capable of double-image interpolation up to a certain level, where the output image is usable for temporal upsampling. Although the presented results are promising, I encourage more research to be done on this topic.
Model robotic table soccer
Korotynskiy, Alexander ; Dokoupil, Jakub (referee) ; Pivoňka, Petr (advisor)
The aim of this bachelor’s thesis is to evaluate the position of the ball by Raspberry Pi camera on the playing area of B&R’s robotic table football and design of a communication protocol between a Raspberry Pi and a PC. The first part of the thesis is devoted to the existing solutions of robotic table footballs and a familiarization to the used hardware. The second, practical part, is devoted to the design of the correct algorithm for evaluating the position of the ball on the playing area of robotic table football. It is also devoted to the design of communication protocol Raspberry Pi – PC for a robotic table football model.
Simulator of Physical Model
Šváb, Štěpán ; Richter, Miloslav (referee) ; Kaczmarczyk, Václav (advisor)
The aim of this thesis is basic methods of rendering the scene. By creating a simulation model in C# using the bullet phyzic that defines the world of physics. Creating an parser of X3D format and how its data will fill the world of physics.
Fear Factor of Gaming Artificial Intelligence
Mištík, Matej ; Materna, Zdeněk (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to present the fear factor by gaming artificial intelligence. The work focuses on the player's interaction with artificial intelligence, whose fear factor is addressed by evaluating complex conditions and the subsequent selection of the state of behaviour. The created system works for combat and escape of artificial intelligence. The outcome of this thesis is the implementation of human emotion, mainly the fear for gaming artificial intelligence in the enviroment of Unity engine.
Fear Factor of Gaming Artificial Intelligence
Mištík, Matej ; Materna, Zdeněk (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to present the fear factor by gaming artificial intelligence. The work focuses on the player's interaction with artificial intelligence, whose fear factor is addressed by evaluating complex conditions and the subsequent selection of the state of behaviour. The created system works for combat and escape of artificial intelligence. The outcome of this thesis is the implementation of human emotion, mainly the fear for gaming artificial intelligence in the enviroment of Unity engine.
FPS
Konečný, Dominik ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
This text documents the creation of a prototype of core systems in a digital FPS (first person shooter) game. There are two goals. One is to fulfill all the requirements of the genre and to follow up on its history. The second one is to try and find new approaches to individual elements from the design perspective, but also their connections and controls. The elements themselves are movement (walking, running, jumping etc) and combat (shooting, aiming, enemies and their capabilities and intelligence). Also the work is about finding ways how to transmit information through immersive user interface, mainly virtual hands and items. Throughout the work I focus on the elements one at a time. First I shortly describe what they are and their purpuse, then a bit about their history and in the end I describe my approach.
Model robotic table soccer
Korotynskiy, Alexander ; Dokoupil, Jakub (referee) ; Pivoňka, Petr (advisor)
The aim of this bachelor’s thesis is to evaluate the position of the ball by Raspberry Pi camera on the playing area of B&R’s robotic table football and design of a communication protocol between a Raspberry Pi and a PC. The first part of the thesis is devoted to the existing solutions of robotic table footballs and a familiarization to the used hardware. The second, practical part, is devoted to the design of the correct algorithm for evaluating the position of the ball on the playing area of robotic table football. It is also devoted to the design of communication protocol Raspberry Pi – PC for a robotic table football model.
Video Enhancement Using Convolutional Networks
Skácel, David ; Špaňhel, Jakub (referee) ; Hradiš, Michal (advisor)
Convolutional neural networks (CNN) represent a state-of-the-art approach to non-trivial image processing tasks, including compression artifacts reduction and image super-resolution. As some research groups nowadays show, these networks can also be leveraged to perform such tasks on real-world video data, resulting in video spatial super-resolution and more. The main goal of this work is to determine whether these nets can be adjusted to perform temporal super-resolution of real-world video data. I utilize the aforementioned neural net architectures in this paper to do so. As I show, given that the input videos are of reasonable quality, these nets are capable of double-image interpolation up to a certain level, where the output image is usable for temporal upsampling. Although the presented results are promising, I encourage more research to be done on this topic.

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