National Repository of Grey Literature 51 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
Statistical model of the face shape
Boková, Kateřina ; Pelikán, Josef (advisor) ; Krajíček, Václav (referee)
The goal of this thesis is to use machine learning methods for datasets of scanned faces and to create a program that allows to explore and edit faces represented as triangle meshes with a number of controls. Firstly we had to reduce dimension of triangle meshes by PCA and then we tried to predict shape of meshes according to physical properties like weight, height, age and BMI. The modeled faces can be used in animation or games.
Statistical model of the face shape
Boková, Kateřina ; Pelikán, Josef (advisor) ; Krajíček, Václav (referee)
The goal of this thesis is to use machine learning methods for datasets of scanned faces and to create a program that allows to explore and edit faces represented as triangle meshes with a number of controls. Firstly we had to reduce dimension of triangle meshes by PCA and then we tried to predict shape of meshes according to physical properties like weight, height, age and BMI. The modeled faces can be used in animation or games.
Triangle mesh decimation
Polák, Peter ; Pelikán, Josef (advisor) ; Krajíček, Václav (referee)
Modern 3D scenners produce detailed and vast scenes consisting of huge number of triangles. This thesis is dedicated to simplification of such triangu- lar meshes with attributes. The problem of reducing the number of triangles is studied as an optimization problem. Couple algorithms and approaches are introduced as solution of inner and outer optimization process. Finally, three simplification algorithms are introduced. The goal is not only to preserve the geometry of the mesh, but also its attributes such as textures and normals. Results are compared with existing solutions. The result of thesis is a complete software with graphical user interface. This software is able to load and display mesh, decimate it with user defined algorithm and parameters. Eventually, it's possible to export the scene.
Fixing of Facial Triangle Meshes
Nekvinda, Tomáš ; Pelikán, Josef (advisor) ; Krajíček, Václav (referee)
The purpose of this work is to create an algorithm for automatic cleaning and trimming of three-dimensional facial scans. In view of that, we have developed an algorithm which consists of three central parts. The frst part is a novel landmark detection algorithm based on discrete diferential geometry and machine learning methods. The second part is represented by a method removing defects, spikes, and blobs and the last part is an enhancement of an algorithm for hole flling. The outcome of this work is a program which can automatically clean and trim three-dimensional facial scans and moreover, it can detect nose tip, nose root, and mouth and eye corners. As our testing has shown, the program performs well on facial scans produced by the optical scanner Vectra3D.
Correspondence Problem in Geometrics Morphometric Tasks
Krajíček, Václav ; Pelikán, Josef (advisor) ; Kosinka, Jiří (referee) ; Sochor, Jiří (referee)
Title: Correspondence Problem in Geometric Morphometrics Tasks Author: Václav Krajíček Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: RNDr. Josef Pelikán Supervisor's e-mail address: pepca@cgg.mff.cuni.cz Abstract: Shape analysis in physical anthropology, biomedicine, and related disci- plines is mostly done using landmarks or by measuring distances. New techno- logical advancements allow the digitization of object's appearance in the form of triangular meshes or volume images. These digital images are especially beneficial in the cases when landmarks cannot be used to effectively describe the shape. In order to statistically analyze shape in a sample of observations, which are represented by these modalities, correspondence has to be found. Registration is a crucial tool in mapping the shape representations into a common space where correspondence is found by nearest neighbor principle in the case of triangular meshes or by overlaps in the case of volume images. B- spline based non-rigid registration is chosen because of its versatility, relative speed and ability to handle both meshes and volume images. Experiments were also performed with other alternatives - Thin-plate splines and Coherent point drift. The algorithm was modified to handle...
Processing data from two-photon microscope
Tomek, Jakub ; Novák, Ondřej (advisor) ; Krajíček, Václav (referee)
Two-photon laser scanning microscopy is a modern method of in vivo neurophysiological research, capable of imaging up to hundreds of neurons at once. However, this method produces a large amount of data, difficult to process and analyze manually. This thesis presents Two-Photon Processor, a new toolkit for complex processing of data from two-photon microscope. During the work on this thesis, we designed the SeNeCA segmentation algorithm for detection of neurons in full-frame recording from a two-photon microscope. SeNeCA combines high speed and high quality of segmentation and, according to our evaluation, it currently is the best algorithm for segmentation of neurons in in vivo data. Two- Photon Processor is already routinely used in the Institute of Experimental Medicine of the ASCR, Department of Auditory Neuroscience, and it was published in the Journal of Neurophysiology.
Third-person flight action game with map generator
Nevolová, Kateřina ; Balyo, Tomáš (advisor) ; Krajíček, Václav (referee)
The goal of this thesis was to design and create a third-person flight action game in 3D. The theoretical part of this work includes analysis of the action game environment, the concept of the physical model for the use in movement and orientation in 3D, discussion about artificial intelligence used in this genre and specification of own map format. This work also includes the implementation of such game with a compatible map generator.
Wang Tiles for Frequency-Based Synthesis of Ocean Surfaces
Vámošová, Mária ; Wilkie, Alexander (advisor) ; Krajíček, Václav (referee)
Frequency-based ocean synthesis is a class of methods for generating ocean waves in deep water using physically based ocean spectra provided by oceanographic research. The output of these methods is a heightfield which is periodic and can be used to tile a larger area. However, when using a larger number of tiles, a repetition pattern becomes apparent. Wang tiling is a method of tiling the plane non- periodically by using only a small set of input tiles with given constraints. The aim of this thesis is to create a set of Wang Tiles, each of which represents an ocean heightfield synthesised by a frequency- based method, so one can create large ocean scenes without apparent periodicity in the tiling pattern. Powered by TCPDF (www.tcpdf.org)
Navigation Mesh for the Virtual Environment of Unreal Tournament 2004
Tomek, Jakub ; Gemrot, Jakub (advisor) ; Krajíček, Václav (referee)
Navigation mesh is a form of representation of a virtual environment, which allows effective navigation of intelligent virtual agents. This thesis deals with the development of a navigation mesh for the intelligent virtual agents in the environment of the computer game Unreal Tournament 2004. Before the development of the navigation mesh, the navigation graph was the only available representation of the environment that the agents could use for navigation. The navigation graph however provides only limited information about the environment. With the use of the navigation mesh the agents are able to navigate in the environment faster and over shorter paths. Creation of the navigation mesh from the environment's geometry extracted from Unreal Tournament 2004 map files is a part of the thesis. Finally, a new navigation module for Pogamut 3 - a platform that allows creation and controlling of intelligent virtual agents, is implemented. The new navigation module consists of the navigation mesh and a set of navigation algorithms Powered by TCPDF (www.tcpdf.org)
GeoGen - Scriptable generator of terrain height maps
Zábský, Matěj ; Petříček, Martin (advisor) ; Krajíček, Václav (referee)
This thesis presents a scriptable terrain height map generator. Its scripts are written in a powerful C-like scripting language. Terrain generation tools available include random noise generators, filters, combiners, masking functions and natural erosion simulators. Graphical script development environment which integrates the generator with modern code editor, interactive 3D height map viewer and other tools is presented. Existing terrain creation tools are analyzed. Various algorithms used in terrain generation are discussed. Example scripts written for this generator are presented.

National Repository of Grey Literature : 51 records found   beginprevious21 - 30nextend  jump to record:
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2 Krajíček, Vojtěch
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