National Repository of Grey Literature 7 records found  Search took 0.01 seconds. 
Game Demo with Non-Trivial World Rendering
Sila, Alexander ; Čižmarik, Roman (referee) ; Milet, Tomáš (advisor)
The aim of this work is to utilize non-trivial rendering methods to create new gameplay mechanics that utilize unusual portal displays. The solution to this problem is primarily based on the utilization of the stencil buffer, which is used for creating 2D effects, thus it is commonly employed in rendering flat portals. However, in this work, this effect is employed for spherical portals in a 3D space. Additionally, this unconventional type of portal intersects dimensions of worlds within the gaming environment. Game objects that appear at the boundary of these dimensions are partially rendered, including modified shadows. The concept of this game is set in a procedurally generated world, utilizing the Unity job system for parallel generation. Enemy artificial intelligence utilizes a virtual navigation space to move within this complex environment. Furthermore, the game is enhanced with inventory management, advanced animation system, world saving, and many other functionalities. The outcome of this work is a fully playable game demo that brings an innovative approach to game design and expands the possibilities of this genre.
Search Acceleration in Spatial Structure
Vlk, Jakub ; Čižmarik, Roman (referee) ; Vlnas, Michal (advisor)
This thesis presents the implementation of a fast nearest neighbor lookup algorithm, which identifies the closest point from a set of points to other points. "The algorithm is scalable for searching for k-neighbors, and it supports the identification of oriented points according to selected criteria and various approaches. The structure offers various approaches and utilizes properties of structures such as Voronoi diagrams, Octree binary search, or hash tables. The complexity of the nearest neighbor search is nearly constant because the cost is logarithmically logarithmic. The thesis shows numerous benchmarks for accuracy and performance.
Boolean Operations for Polygonal Meshes
Čižmarik, Roman ; Matýšek, Michal (referee) ; Španěl, Michal (advisor)
The aim of this work is to create a library for Boolean operations on 3D polygonal meshes. Resulting library has to support open models, its memory requirements shouldn't exceed those of existing solutions and it should, ideally, support multiple models. Most of the existing solutions are vulnerable to arithmetic inaccuracies, or do not support open meshes. The solution is based on Adaptive Mesh Booleans method which treats input models as adaptive surfaces. This method assumes that input models can be arbitrarily refined and no individual polygon is particularly important. Instead of computing exact polygon intersections, the input meshes are refined in intersection regions, intersecting polygons are discarded and created holes are closed. Advantages of this approach are robustness against numerical errors, support for open meshes, possibility to trade accuracy for computation time and ability to solve cases like co-planar and near-coincident regions. The resulting library offers three Boolean operations: union, difference and intersection.
Parametric Geometry Sketch Tool
Čižmarik, Roman ; Klepárník, Petr (referee) ; Zemčík, Pavel (advisor)
The aim of this work is to design and implement parametric geometry sketchtool. The solution to this problem consists of two parts, to create a library of base dynamic geometry functions and GUI. Functionality of the created library will be demonstrated by two user interfaces, each using the library in different way. Using the resulting library and toolkit Qt allows to quickly and easily create new geometric sketchtools.
Searching for Similar 3D Models
Rachler, Ivan ; Čižmarik, Roman (referee) ; Španěl, Michal (advisor)
This paper deals with searching 3D models based on their similarity. The input model is compared to all models available in a database and then has its similarity to each of them evaluated. Specifically in this paper, the similarity is evaluated based on the model's shape descriptor, which is extracted by a trained neural network called PointNet. It also takes a closer look at the performance of this network and at how well it compares with other existing networks.
Boolean Operations for Polygonal Meshes
Čižmarik, Roman ; Matýšek, Michal (referee) ; Španěl, Michal (advisor)
The aim of this work is to create a library for Boolean operations on 3D polygonal meshes. Resulting library has to support open models, its memory requirements shouldn't exceed those of existing solutions and it should, ideally, support multiple models. Most of the existing solutions are vulnerable to arithmetic inaccuracies, or do not support open meshes. The solution is based on Adaptive Mesh Booleans method which treats input models as adaptive surfaces. This method assumes that input models can be arbitrarily refined and no individual polygon is particularly important. Instead of computing exact polygon intersections, the input meshes are refined in intersection regions, intersecting polygons are discarded and created holes are closed. Advantages of this approach are robustness against numerical errors, support for open meshes, possibility to trade accuracy for computation time and ability to solve cases like co-planar and near-coincident regions. The resulting library offers three Boolean operations: union, difference and intersection.
Parametric Geometry Sketch Tool
Čižmarik, Roman ; Klepárník, Petr (referee) ; Zemčík, Pavel (advisor)
The aim of this work is to design and implement parametric geometry sketchtool. The solution to this problem consists of two parts, to create a library of base dynamic geometry functions and GUI. Functionality of the created library will be demonstrated by two user interfaces, each using the library in different way. Using the resulting library and toolkit Qt allows to quickly and easily create new geometric sketchtools.

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