National Repository of Grey Literature 35 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Complexity and Computational Capacity of Discrete Dynamical Systems
Hudcová, Barbora ; Mikolov, Tomáš (advisor) ; Aubrun, Nathalie (referee) ; Kupsa, Michal (referee)
The central aim of this thesis is to study the concepts of "complexity" and "com- putational capacity" of discrete dynamical systems and to connect them to rigorously measurable properties. In the first part of the thesis, we propose a formal metric of a dis- crete system's complexity based on the numerical estimates of its asymptotic convergence time. We identify a critical region of systems corresponding to a phase transition from an ordered to a chaotic phase. Additionally, we complement this work by studying dynam- ical phase transitions of discrete systems analytically, using newly developed tools from statistical physics. Specifically, for a fixed discrete system, we demonstrate that varying its initial configurations can result in abrupt changes in the system's behaviour; and we describe exact positions of such transitions. The second part of this thesis is dedicated to analysing computational capacity of cellular automata via the notion of their relative simulation. Informally, we say that automaton B can simulate A if B can effectively reproduce any dynamics of A. We introduce a specific notion of automata simulation and formalize it in algebraic language. This allowed us to answer open questions about the computational capacity of cellular automata using well-established algebraic results. Namely,...
Handwritten Digit Recognition Using K-nearest Neighbor
Horký, Vladimír ; Mikolov, Tomáš (referee) ; Plchot, Oldřich (advisor)
This paper describes problems of handwritten digit recognition. Discuss about problems with solution of recognition by algorithm K-nearests neighbor. In second part there is described design and implementation of this method.
Realistic Visualization of 3D Landscape
Wilczák, Martin ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This thesis analyses and describes different methods used for realistic visualization of 3D landscape in real-time. In this case, landscape means terrain, sky, atmosferic effects, water areas and vegetation. For each part there are several methods, whose pros and cons are considered in following work. Afterwards there is description of designed program, which allows visualization of terrain and sky using suitable methods. Libraries SDL and OpenGL are used for rendering.
Web-Based Lecture Browser
Žižka, Josef ; Mikolov, Tomáš (referee) ; Fapšo, Michal (advisor)
This thesis deals with a web-based lecture browser. Its goal is to facilitate the access to information with the use of modern speech and multimedia technologies. Technologies used for this browser are discussed. Video recordings play a very important role in the browser, and therefore the big portion of this work is aimed at the digital video and methods of its delivery using streaming servers. Solutions of similar multimedia browsers are mentioned. The reader is acquainted with the browser design. This includes describing the various components of the browser and how their mutual synchronization is done. The final version of the browser is introduced and the problems that occurred during the development process and deployment into service are mentioned. In the conclusion of this work the future development of the web-based lecture browser is discussed.
3D Automobile Racing Simulator
Kantor, Roman ; Chudý, Peter (referee) ; Mikolov, Tomáš (advisor)
This work deals with several methods of computer games creation. I mean especially games which simulate fully dimensional car races, two-player races concretely. There are various methods of solution of the problems, that creation of such games meets, analyzed. Sequentially, the programme that simulates races mentioned above is described. The program practically uses some of the described methods, as well as the grafic library OpenGL.
Language Modeling for Spech Recognition in Czech
Mikolov, Tomáš ; Černocký, Jan (referee) ; Smrž, Pavel (advisor)
This work concerns the problematic of language modeling in automatic speech recognition. Currently widely used techniques for advanced language modeling based on statistical approach are described in the first part of work - class based language models, factored language models and neural network based language models. In the next section, implementation of neural network based language model is described. Results obtained on "Pražský mluvený korpus" and "Brněnský mluvený korpus" corpora (1 170 000 words) are reported, with perplexity reduction around 20%. Also, results obtained after rescoring N-best lists with spontaneous speech are reported, with absolute improvement in accuracy by more than 1%. In the conclusion, possible uses of the work are mentioned, along with possible extensions in the future. Finally, main weaknesses of current statistical language modeling techniques are described.
Artificial Intelligence in Modern Computer Games
Pavliska, Jiří ; Zuzaňák, Jiří (referee) ; Mikolov, Tomáš (advisor)
The aim of this bachelor's thesis is to propose an artificial inteligence that could be used to create a modern computer game. My intention is to introduce the termin Artificial Inteligence to the reader. I include the description of elements and techniques used for determining the behavior of figures that are controlled by a computer. I am also focusing the abilities of the program to search the state space and to find the shortest possible way.
Multiplayer Computer Game
Kubík, Tomáš ; Plchot, Oldřich (referee) ; Mikolov, Tomáš (advisor)
This work describes implementation of a simple 3D computer game, with support of gameplay over internet for multiple gamers. In this project, Microsoft XNA framework is used and throughly described. The final game includes a skybox, simple terrain and multiple 3D objects, all rendered in real time.
Realistic Visualization of Environment in Computer Games
Jozefov, David ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This bachelor thesis shows the basics of landscape rendering in computer games. It explains fundamental principles of computer graphics creation and implementation of the three parts of the landscape - terrain, water surface and the sky. In more detail it describes Brute force and ROAM algorithms for terrain rendering and compares the achieved results of the both of them.
The Walkthrough Aplication in Large 3D Terrain
Panáček, Petr ; Mikolov, Tomáš (referee) ; Bartoň, Radek (advisor)
Rendering of large terrain is common problem in 3D computer graphics. Even if we have high-tech hardware equipment today, there is still a lot of high computational demand. Therefore new algorithms are developed. These algorithms include level of detail rendering and culling objects in dependence on view of camera. This bachelor thesis describes one of these algorithms and its modifications. Part of the problem is also creation of tiles hierarchy for these algorithms. Result of the thesis is application implemented in OpenSceneGraph.

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