National Repository of Grey Literature 66 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Survival/Exploration Game in Unity
Klaban, Tomáš ; Matýšek, Michal (referee) ; Vlnas, Michal (advisor)
This bachelor's thesis is focused on the development of a survival game in the game engine Unity. The game is implemented in the top-down perspective and contains survival game mechanics in the form of enemy combat, environment exploration and improving character's attributes. The game world is fully procedurally generated in chunks using Perlin noise and Poisson disk sampling algorithm. The thesis explores various ways of procedural generation, which include noise, cellular automata and genetic algorithms. The thesis also contains theoretical knowledge about pseudorandom generators, artificial intelligence and pathfinding algorithms.
Generování 2D map pro počítačové hry
Glos, Kryštof ; Vlnas, Michal (referee) ; Matýšek, Michal (advisor)
This thesis focuses on various methods of procedural generation in the context of the gaming industry, particularly in the field of map creation. The aim of this work is to develop a Colony-sim game utilizing procedural content generation. I conducted an analysis of different content creation methods and examined approaches to automating the generation of game environments. The chosen method for creating game areas is Perlin noise, coupled with the utilization of height maps. In addition to Perlin noise, I also implemented the Wave Function Collapse (WFC) algorithm, enabling the generation of detailed and structured map regions. The thesis presents an algorithm that generates functional, unique, and non-repeating maps based on input parameters, ensuring replayability. The key output of this work is a game that implements procedural algorithms for generating maps applicable across a wide range of 2D games.
Differential and Common Mode Conducted Emissions Measurement
Matýsek, Michal ; Soldán, Josef (referee) ; Dřínovský, Jiří (advisor)
This work deals with interfering signals and noises, possibilities of their measurement, their reduction and afterwards with design of LISN. The theoretical part analyzes formation of interfering signals, their types, with possible measuring instruments for each type of these signals and their properties. In framework of practical part LISN for long-term load of 5A, frequency range from 150 kHz to 30 MHz, with possibility to measure symmetrical and asymmetrical noise separately and also with possibility to switch to normal mode of LISN was developed. For better results LISN was realized as two stage LC filter.
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.
Complex Scene Rendering on Mobile Devices
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.
Artificial Intelligence for Strategy Games
Ščevik, Ľuboš ; Herout, Adam (referee) ; Matýšek, Michal (advisor)
This bachelor thesis deals with artificial intelligence for strategy games. To be able to demonstrate the AI, I also created a 2D real-time strategy game. The Monte Carlo method played a part in the creation of this AI. It started by generating plans for the AI, then plans for its opponent. It used these plans during the simulations of battles. In the end it chose the most effective plan, which was then implemented in the game. The game, along with artificial intelligence, was created in the Unity game engine.
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.
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.
Adaptive Level of Detail for Planet Rendering
Moravec, Matěj ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis is focused on real time planet rendering with adaptive level of terain detail in Unity engine. Chunked LOD algorithm is modified and used for adaptive change of level of detail. Intancing is used for efective data rendering. Graphic card is used for creating planet geometry with heightmaps and there is also tessellation used for gradual morfing of level change of detail.
Generating and Rendering of Large Voxel-Based Scenes
Čejchan, Daniel ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.

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2 Matýsek, Martin
8 Matýsek, Michal
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