National Repository of Grey Literature 22 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
2D plošinová hra v Unity
Fulla, Roman ; Vlnas, Michal (referee) ; Karas, Matej (advisor)
The objective of this Bachelor's thesis is to analyse in detail the history and the current state of development of 2D platformer games. To achieve this goal, various successful titles and currently in use game engines are examined. The acquired knowledge is applied in design and subsequent implementation of a short video game demo, presenting various aspects of game development. Unique mechanics serve the purpose of an innovative element. The resulting demo is presented in the form of a short video. Thus, this thesis provides a new perspective on the development of platformer games.
GLSL Based Engine
Šlesár, Michal ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Creating a graphical application running on a GPU typically involves configuring the GPU, creating and configuring the required objects, and then implementing the application's behavior itself. The aim of this work is to create a tool that would automate this configuration using the OpenGL application interface. As a result, the user would not have to waste time configuring and could quickly create and prototype graphics applications. In addition, the created tool adds new functionality to the application that is not native or supported on the GPU, such as working with a mouse and keyboard.
Global Illumination in Real-Time
Karas, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with photorealistic rendering and real-time global illumination. Thesis contains overview of algorithms used for real-time global illumination of which the Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields was implemented. This algorithm uses hardware accelerated ray tracing to compute global illumination in a scene. Hardware ray tracing requires use of new generation of graphics API from which Vulkan was choosen for this thesis. 
Realistic Rendering of Atmospheric Phenomena
Sabela, Ondřej ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to develop a GPU accelerated computer program which is able to simulate light scattering in the Earth's atmosphere and clouds using the simplest possible combination of various realistic rendering techniques. A detailed explanation of the physical and phenomenological background of the basic characteristics of both solid and translucent materials is included. Physically based rendering methods which are able to simulate such phenomena are presented along with several optimizations, including precomputation and lookup tables, with a focus on functional fidelity to real-world principles. The presented solution is based on data from real-world microphysical measurements. The resulting outdoor scene images can be used as background environment maps in 3D modelling and design software. The open source code can also serve as a starting point for describing the implementation of the presented rendering techniques. 
Cooperative Game for Two Players in Unity
Červinka, Petr ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to create game using Unity game engine. The first part is the game itself, where two players control two characters on one keyboard, whereas they must cooperate and overcome different obstacles. The second part is a game editor, which allows players to create their own levels.
Procedural Texture Generator
Doroshenko, Ilya ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Textures are an essential part of modern 2D and 3D rendering. The most prominent texturing techniques are Texture Mapping and Procedural Generation. Both techniques have their set of demands on computational resources. Procedural generation provides rich detail resolution without memory consumption, but also requires processing power. Texture Mapping is quick to process, but images, that the texture consists of are using a lot of space in memory and have finite resolution and sets of complications around algorithms that try to overcome that problem. This thesis discusses techniques of texture generation their interchangeability and applications. Result is an extensible application, that can produce texture maps from algorithms and can export algorithms to be used in procedural shading techniques.
Cooperative Game for Two Players in Unity
Červinka, Petr ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to create a game using Unity game engine. The project consists of two parts. The first part is the game itself, where two players control two characters on one keyboard, whereas they must cooperate and overcome different obstacles and dangers. This is a game mechanic that either prevents players from progressing through levels or kills them on contact. The second part is a game editor, which allows players to create their own levels. Each level is composed of objects such as blocks, backgrounds and game mechanics. These objects can be dynamically added, removed and moved.
Clustered Deferred Shading in Vulkan API
Karas, Matej ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with application development for rendering many lights in real-time using next generation graphics API. Text of thesis contains reasoning of new generation graphics API and theory for methods used for rendering many lights in real-time. The conclusion discusses performance of implementation, possibilities for improvements and options of future work.
2D plošinová hra v Unity
Fulla, Roman ; Vlnas, Michal (referee) ; Karas, Matej (advisor)
The objective of this Bachelor's thesis is to analyse in detail the history and the current state of development of 2D platformer games. To achieve this goal, various successful titles and currently in use game engines are examined. The acquired knowledge is applied in design and subsequent implementation of a short video game demo, presenting various aspects of game development. Unique mechanics serve the purpose of an innovative element. The resulting demo is presented in the form of a short video. Thus, this thesis provides a new perspective on the development of platformer games.
Effective C++ Binding for Vulkan API
Ruža, Adam ; Karas, Matej (referee) ; Pečiva, Jan (advisor)
Many 3D graphics applications are developed using Vulkan in C++ language. The major drawback of Vulkan C++ API is slow compilation time. Aim of this thesis is to create Vulkan C++ API with improved compilation time. A custom API generator was implemented for this purpose. This generator allows advanced customization of Vulkan C++ API. Using automated script, compilation times were measured in detail. By reducing unneccesary parts of code for a specific application, we measured improvement of about 50% to 60% in terms of Vulkan C++ API comilation time.

National Repository of Grey Literature : 22 records found   1 - 10nextend  jump to record:
See also: similar author names
3 KARAS, Martin
3 Karas, Martin
14 Karas, Michal
2 Karas, Miroslav
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