National Repository of Grey Literature 19 records found  previous11 - 19  jump to record: Search took 0.00 seconds. 
Real-time Global Illumination Computation
Šváb, Tomáš ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
Thesis examines the current research and development in the field of real-time global illumination. It concentrates on techniques that are capable of simulating dynamic environments and require only limited precomputation. It contains a theoretical as well as practical part. In the theoretical part the basics of rendering and selected global illumination methods are described, namely reflective shadow mapping, light propagation volumes and voxel cone tracing. The practical part includes implementation of selected methods, which are then tested, compared and improved. A program called R-GITE (Real- Time Global Illumination Testing Environment) was created to provide a foundation for prototyping these rendering algorithms. There are two main criteria in the testing - accuracy of the result and speed of computation. In the end we used the data from the tests to determine both the strong and the weak points of the methods and discuss usability of the methods for specific scenarios. Powered by TCPDF (www.tcpdf.org)
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
Sound simulaton of granular materials
Marko, Matej ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
Title: Sound simulation of granular materials Author: Matej Marko Department: Department of Software and Computer Science Education Supervisor: doc. Ing. Jaroslav Křivánek Ph.D., Department of Software and Computer Science Education Abstract: In recent years, methods for simulating sounds of solid objects, fluids, fire and cloth have been developed. These methods extend existing methods for simulation of the visual behaviour of the respective phenomena and add physically based sounds that correspond with the visual information. The goal of this thesis is to investigate the possibility of creating a similar method for sound simulation of dry granular materials. We identified two distinct mechanisms responsible for the sounds of granular materials: the collisions of the particles of the granular material (granular collisions) and the collisions between the particles and a surrounding solid objects (solid objects collisions). We propose a method that uses acceleration noise to simulate the sounds of the granular collisions. The particles are approximated by a simplified spherical shapes. We also simulate the sound of the solid object collisions by using a modal analysis approach. Since most of the approaches to the visual simulation of granular materials do not provide the information about the particle...
Level-of detail AI: a prototype of a large virtual world
Skupien, David ; Brom, Cyril (advisor) ; Vorba, Jiří (referee)
Title: Level of Detail AI: a prototype of a large virtual world Author: David Skupien Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, Ph.D. Abstract: The Level Of Detail technique (LOD) is an established means of optimization in computer graphics. It uses the limitations of human perception to spare system resources. Progressively, this approach has found its use in artificial intelligence. This adaptation, commonly known as LOD AI, is used to optimize autonomous agent control in large virval worlds. This thesis consists of two parts. The first part deals with standing LOD AI uses, mostly focusing on the IVE project. The second part directly uses the IVE project to implement a LOD AI game using the LOD based reactive planning algorithm called S-GHRP over the ISMA representation. The above game is then tested on respondents to verify the practical usability of S-GHRP/ISMA. In its conclusion, this thesis briefly ponders the possibilities of further development of techniques used in the IVE project, based on previous findings. Keywords: artificial intelligence, LOD AI, virtual agent, large virtual world, IVE
Data structures for rendering non-polygonal geometry
Kuckir, Ivan ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
In modern 3D graphics, scenes made of triangles are usually used, combined with methods based on ray tracing. Hierarchical data structures, called accelerating trees, are often used to speed up the search for intersection between ray and the scene. When testing the best current methods with non-polygonal geometry (line segments), we have found out that those structures cannot build an effective tree in many cases. The aim of this work is to formulate the problem mathematically. Thanks to this, the whole subject becomes more transparent and we can see the shortcomings of current methods, which have not yet been pointed out. At the result, we develop an algorithm which generalizes all current methods, which is not dependent on geometry and directly shows the space for improvement.
Design and evaluation of a user inteface for cinematic lighting
Růžička, Martin ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This diploma thesis deals with global illumination and generally with the process of illumination of prepared scenes. A program for illumination management was written for this purpose. It can manage both direct and indirect illumination in interactive time. Simple and comfortable user interface allows for addition, deletion and change in light settings. Different types of both point and area lights are supported. In the course of all work, the program displays current illumination of the scene. With the help of this application, a series of different experiments will be carried out. We will explore the way users work during illumination, the way they perceive different properties of global illumination, various options of its control and its comparison with common direct illumination.
Realistic hair rendering in Autodesk Maya
Svoboda, Tomáš ; Křivánek, Jaroslav (advisor) ; Vorba, Jiří (referee)
This thesis describes a real-time hair rendering in 3D animation and modeling software Autodesk Maya. The renderer is part of the Stubble project a - Maya plug-in for hair modeling. The presented renderer provides a high-quality interactive preview that allows fast hair modeling without the need for rendering in slow off-line renderers. The goal of this work is to create a renderer that can generate images in real-time that are as close as possible to the output of the 3Delight renderer - a plug-in for Maya that is based on RenderMan standards.
Optimal strategy for connecting light paths in bidirectional methods for global ilumination computation
Vorba, Jiří ; Křivánek, Jaroslav (advisor) ; Wilkie, Alexander (referee)
This work introduces a method for optimal combination of light paths generated from the camera and from the light sources in the Photon Mapping algorithm used for computing global illumination. Our method is based on Multiple Importance Sampling, a general approach, introduced by Veach, for adaptive path connection in Bidirectional Path-Tracing. Our goal is to examine this method in connection with the biased algorithm of Photon Mapping and to improve the ineffective heuristic used in the original version of this algorithm. This heuristic is usually problematic when applied to the scenes where highly glossy materials prevail.
Editor for project IVE - objects and areas
Vorba, Jiří ; Poch, Tomáš (referee) ; Brom, Cyril (advisor)
The main goal of this work is to implement an editor for IVE which is the simulator of virtual humans developed at MFF UK. Our editor should primarily open up IVE for teaching of algorithms for control of virtual humans. The part of the work is also the search from field of tools for prototyping control algorithms of virtual agents in computer games and teaching applications. There is also introduced the project IVE itself. Also our own demo world was made for testing purposes and there arised two tutorials which are part of the extensive user documentation.

National Repository of Grey Literature : 19 records found   previous11 - 19  jump to record:
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1 Vorba, Jan
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