National Repository of Grey Literature 5 records found  Search took 0.00 seconds. 
Playstation 1 Emulator with Higher Rendering Resolution
Stupka, Filip ; Šimek, Václav (referee) ; Jaroš, Jiří (advisor)
This thesis investigates the augmentation of visual fidelity in PlayStation 1 emulation by implementing advanced rendering techniques for higher resolution output. The study begins with a thorough analysis of the original hardware architecture, identifying components impacting graphical output. Focusing on developing a custom emulator, the research addresses challenges associated with upscaling graphics while maintaining compatibility with existing game software. The findings provide valuable insights for retro gaming enthusiasts and researchers, showcasing the successful implementation of a PlayStation 1 emulator with higher rendering resolution to preserve the legacy of classic games.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.

Interested in being notified about new results for this query?
Subscribe to the RSS feed.