National Repository of Grey Literature 23 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Route control
Dolobáč, Dávid ; Janáková, Ilona (referee) ; Richter, Miloslav (advisor)
This thesis sets itself the task to detect geometric changes, located on a previously known route, which is considered as a template or pattern. Geometric changes represent rigid transformations of objects in a scene, specifically their rotation, displacement and their combinations. Another type of change is the addition of new or removal of original objects. The original route is captured with a monocular camera and by using methods of photogrammetry, a 3D model of a scene in a point representation is reconstructed from the video sequence. In the same manner, a 3D model of the scene containing changes is created, but this model captures only the local section of the original route. This local point cloud is registered in the 3D model of the original route, so that the 3D models can be directly compared with each other. The investigated space is divided into cubic voxels of the same size which are successively traversed and the degree of similarity of local surfaces is investigated for each of them. The solution results in 3D points from both clouds marked as changed or unchanged. The mentioned methods are tested on real data in scenarios with different geometric modifications of the scene and the evaluation of change detection is implemented as in the case of a binary classifier.
Real-Time Photorealistic Rendering of Voxel Scenes
Flajšingr, Petr ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The subject of this thesis is an implementation of realistic rendering of voxel scenes using a graphics card. This work explains the fundamentals of realistic rendering and voxel representation of visual data. It also presents selected hierarchical structures usable for acceleration and describes the desing of a solution focusing on the representation of voxel data and their rendering. The thesis describes libraries created as part of the project and algorithms. It also evaluates time and memory requirements of the application along with graphical output.
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (referee) ; Matýšek, Michal (advisor)
Tato práce popisuje způsob implementace volumetrického terénu s důrazem na modifikovatelnost v reálném čase. Použitá datová struktura je bitové pole - materiál terénu není potřeba ukládat, takže pro uložení každého vzorku stačí jeden bit. Textura je odvozována na základě sklonu terénu. Vizualizace se provádí převodem na povrchovou reprezentaci pomocí algoritmu pochodující kostky a následným zobrazením polygonové sítě pomocí vykreslovacího řetězce. Terén i textura jsou generovány procedurálně. Pro rozrušení poměrně pravidelného povrchu je použit displacement mapping a teselace. Jemnější detaily jsou získány pomocí bump mappingu. Pro dynamické stíny je použit shadow mapping.
Volumetric Efects Accelerated on GPU
Kubovčík, Tomáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
This thesis deals with simulation and rendering of fluid based volumetric effects, especially effect of fire and smoke. Computations are accelerated on graphics card using modern graphics API with motivation to achieve realistic visual results as well as physically correct calculations. Implemented volumetric effects are distributed as dynamic library which allows addition of these effects to existing applications.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
3D Map Building Based on Stereo Vision for Mobile Robot Navigation
Babinec, Adam ; Orság, Filip (referee) ; Herman, David (advisor)
This thesis is dedicated to the subject of passive stereo vision in modern robotics. The work includes the design and implementation of autonomous passive binocular stereo vision system for mobile robot navigation. A three-dimensional local map is built up by aggregation of point clouds created by reprojection of the image pairs taken with stereocamera. The image pairs are reprojected using disparity map obtained with application of block matching algorithms on the image pairs. The local map is represented by voxel grid stored in an octree and it supports detection of moving obstacles on ray-casting principle. Visual odometry is calculated by tracking reprojected paired image features detected in series of image pairs. The system allows user to choose different approaches to the problem solving, it is platform and hardware-independent and provides graphic user interface.
Rendering Volumetric Data in Web Browser
Fisla, Jakub ; Zemčík, Pavel (referee) ; Španěl, Michal (advisor)
This thesis discusses rendering capabilities of web browsers of accelerated 3D scene rendering. It specifically deals with direct volumetric medical data visualization. It focuses on the usage of ray casting algorithm, its quality and its realistic rendering options. One of the goals was to create an application that demonstrates the ability to render three-dimensional volume data in a web browser using WebGL. The application is written in JavaSript and its 3D rendering core uses the Three.js library.
Numerical model of hollow fiber arrangement in heat exchanger
Cabalová, Klára ; Martišek, Dalibor (referee) ; Štarha, Pavel (advisor)
This paper deals with the topic of numerical arrangement of fibers in a heat exchanger. The heat exchanger is scanned in an industrial tomograph and the acquired data are represented by the field of voxels. The method used in this paper is based on tracing the fiber fragments through the use of image analysis and the subsequent numerical connection of the fragments. The result is a set of fibers that are represented by points in the field through which they are passing.
Rendering of Voxel-Based Scenes Using Real-Time Ray Tracing
Menšík, Jakub ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
CPU Rendering of Large Volumetric Data
Majer, Michal ; Milet, Tomáš (referee) ; Španěl, Michal (advisor)
This work examines direct rendering of large volumetric data on the CPU. The aim was to design a parallel implementation of Ray casting algorithm in the Rust programming language and to implement Early Ray Termination and Empty Space Skipping optimizations to speed up rendering. I also designed a demo application to interactively display volumes using this algorithm. A volumetric data generator was also created as part of the work.Both optimizations in the resulting solution offer a 12× speed up. Parallelization further improves this number and renders a large volume at 3.92 FPS on the tested system. 

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