National Repository of Grey Literature 68 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
WebGL Engine Exploitation for Rendering of Automobiles
Macků, Jiří ; Kobrtek, Jozef (referee) ; Tóth, Michal (advisor)
This paper deals with rendering of automobiles with use of WebGL technology. Aim of this paper is proposal and implementation of method for realistic and stylized rendering of 3D models of automobiles for internal use as a simple preview of automobile in development and presentation or for use in infotainment systems directly in automobiles. Part of this paper is implementation and outline of reachable options and properties of such implementation. This paper is created in cooperation with company SKODA AUTO a.s.
Vulkan Rendering Plugin for VRUT Software
Káčerik, Martin ; Tóth, Michal (referee) ; Kobrtek, Jozef (advisor)
The master’s thesis submitted deals with realtime rendering of three-dimensional CAD data using Vulkan API. The thesis also covers possibilities of connecting the API with VRUT, complex solution for renderig developed by ŠKODA AUTO a.s. Design of such connection is presented in form of Vulkan rendering plugin for VRUT application. Performance of the designed module is compared with another rendering module, based on different rendering technologies.
Shadow Rendering from Omnidirectional Light Sources
Mikulica, Tomáš ; Kobrtek, Jozef (referee) ; Navrátil, Jan (advisor)
This work discusses the possibilities for shadow rendering from omnidirectional light sources using OpenGL library. In this work the Cube map shadow mapping and the Dual paraboloid shadow mapping algorithms are described. Further more, this work contains the results of a comparison of these two methods in a way of time required for shadow map creation and a comparison of visual quality of resulting shadows.
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.
Galaxy Generator for Games
Březina, Karel ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
This thesis is focused on design and implementation of procedural generator of galaxy for games or simulations. Second goal is implementation of demonstration application which is showing possible usage of generator. Generator is able to create galaxy by predefined types or by user created map.
Artistic Scene Visualization
Benda, Jan ; Tóth, Michal (referee) ; Kobrtek, Jozef (advisor)
The goal of this work is studying of selected artistic scene visualization (cell shading, pencil sketch shading) and simulate these techniques in the rendering of objects in 3D space using OpenGL. Applications of these methods is wide - from graphical application, through computer games to animated films. This work describes design and implementation of these methods: cell shading, pencil sketch shading and watercolor shading.
Hybrid Raytracing in DXR
Polášek, Tomáš ; Matýšek, Michal (referee) ; Kobrtek, Jozef (advisor)
The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.
Procedural Vegetation Generation
Zuzaňák, Ondřej ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
This Bachelor's thesis deals with procedural generation of vegetation using L-systems. It represents procedural generation as a means for creating models of plants. Describes the different types of L-systems and its use in computer graphics. The functional output of this work is to implement an algorithm for generating models of plants in 3D space. The result is visualized using the OpenGL graphics library.
Animated Underwater Skybox Using OpenGL
Lagová, Lenka ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with the solution of animated underwater skybox using OpenGL. The work contains an introduction to OpenGL, describes graphic techniques which are used for rendering and describes methods for procedural generating of objects and textures.
3D Game Controlled by Leap Motion Sensor
Hajdin, Martin ; Kobrtek, Jozef (referee) ; Najman, Pavel (advisor)
This paper deals with the user interface design and control of computer game by using Leap Motion. The design of the game is „Endless Runner" type and was implemented in Unity3D using C# language. This game has been tested to simplicity, intuitiveness, convenience and entertaining of Leap Motion control compared to interaction with the keyboard or Gamepad. Evaluation of the implemented control was tested by users. The result of testing has proved that the Leap Motion control does not differ from the keyboard or Gamepad. However, most of users would prefer control by Leap Motion.

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