National Repository of Grey Literature 33 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
The Study Management Development of Entrprise Business Organization
Maršálek, Lukáš ; Pechová, Eva (referee) ; Jurová, Marie (advisor)
This bachelor thesis focuses on evaluation of current quality and possible improvements and development of business activities regarding trade and customer services in an anonymous company.This work will be based on theoretical knowledge attained from expert literature which will be further applied for concrete requirements of the company.
Analysis of older drivers' vehicle driving behaviour
Maršálek, Lukáš ; Bucsuházy, Kateřina (referee) ; Tokař, Stanislav (advisor)
This master’s thesis is focused on elderly drivers‘ behavior in various traffic situations and its comparison with a group of drivers in their productive years. The first part of the thesis compiles the current state of knowledge of the matter with a focus on age-related changes in driver performance. The analytical part is dedicated to the evaluation of the data collected from test drive video recordings. The data is evaluated to determine time spent on risk area assessments and habits of the groups. The added value and possible limitations given by the methodology are evaluated in the final part of the thesis.
SVG format support for .NET Framework
Ambrož, Jan ; Jákl, Vojtěch (advisor) ; Maršálek, Lukáš (referee)
This thesis describes a Microsoft .NET class library which gives any graphics application the ability to create, process, load and save vector graphics data in the SVG format, specifically the subset of the SVG format for static vector graphics. Another part of this thesis describes an extension (also in the form of Microsoft .NET class library) which allows creation of graphics applications for presentation of graphics data represented in the SVG format using GDI+ and XAML. The commercial use of the resources developed is being prepared.
Terrain Processing on Modern GPU
Margold, Roman ; Pelikán, Josef (advisor) ; Maršálek, Lukáš (referee)
Recent development in graphics hardware opened the possibility for new terrain rendering techniques. Former techniques are based on rapid geometry reduction performed on CPU. Recent approaches are moving the load from CPU to GPU, thus keeping CPU available for other tasks, which is especially important for game development. A majority of these approaches is restricted to static datasets or limited data size. We introduce a novel approach which is capable of modifying data during runtime and is easily applicable to potentially infinite landscapes. It is implemented entirely on GPU, except view frustum culling, which is still performed by CPU. However, thanks to the proposed terrain sampling scheme it is trivial and extremely efficient. Employed two-level data representation offers simple implementation without loss of functionality such as sudden change of visual angle or view direction. Those are common problems of other approaches. We also adopted block compression to keep memory consumptions low. Further, a general loading mechanism has been designed and implemented in order to allow asynchronous data read from external medium. This system has been optimized for reading with serial access, although data demands are processed in parallel. The system has been used for continuous terrain data retrieval and...
Rendering Planetary Atmospheres in Real-Time
Elek, Oskár ; Kmoch, Petr (advisor) ; Maršálek, Lukáš (referee)
In the field of photorealistic rendering of physical phenomena, the rendering of atmospheric light scattering takes a very important place. Realtime rendering of sky and atmosphere in general is essential for all outdoor computer games, various simulators, virtual worlds or even for animated movies. It is a very difficult task, but thanks to the advancement of dedicated graphics hardware we can reach it today. In my thesis I present an accurate and fast method for real-time rendering of planetary atmospheres. This is achieved by precomputing complex single-scattering equations into a set of lookup tables. The correct atmospheric colour values are then fetched from these in the fragment shader. The presented method is then implemented in a program that is capable of rendering realistic atmosphere in hundreds of FPS.
Zpracování medicínských dat na GPU
Hlaváček, Jakub ; Maršálek, Lukáš (advisor) ; Pelikán, Josef (referee)
The aim of this thesis is to design and experimentally implement a complex framework dealing with accelerating and simplifying the development of systems for processing and visualization of medical volume data in C#. Currently, there are application interfaces and their implementations for both, techniques based on image processing, like filtering, registration, segmentation and classification, and also for techniques based on 3D image visualization. But there is no consistent framework for both tasks, which would take advantage of features of modern graphics processing units and multi-core processing units along with features of .NET Framework and of language C#. The thesis presents overview of current free and open source software, design of application interface, and implementation of main API features. One of important differences to other software is that the implementation has been developed natively in the managed environment of .NET Framework, offering a good level of comfort for an end application programmer, but system performance is comparable with natively compiled environments thanks to utilization of all resources.
Real-time visualization of terrain data
Šrámek, Ondřej ; Maršálek, Lukáš (advisor) ; Pelikán, Josef (referee)
The rendering of huge terrain data is an actual problem in many application areas like interactive games or virtual environments. To keep rendering interactive it was necessary to implement computationally intensive LOD techniques, because the graphical systems were incapable of rendering enough geometry to represent the whole terrain accurately. Due to the raw processing power of current systems (with respect to rasterization) which enables to render hundreds of millions of triangles per second, new methods for rendering these data emerge. They are based on observation that this is enough to render pixel-sized triangles while keeping reasonable output resolution. The aim of this work was to develop a practical implementation based on such approach. The main algorithm chosen was Geometry Clipmaps and its modi ed version was created. The solution devoloped is capable of rendering almost 300M samples terrain in the real-time with avarage 56 frames per seconds.
Segmentation of neurocranium vessels for CT angiography
Tůma, Tomáš ; Pelikán, Josef (advisor) ; Maršálek, Lukáš (referee)
One of the key tasks involved in processing of CT angiography image data is the vascular system segmentation. The aim is to provide an objective vizualization of acquired data and thus make the diagnostics easier. This work aims at studying the methods used for segmentation of neurocranium vessels and implementing one of the existing algorithms in co-operation with radiodiagnostic department of Na Bulovce faculty hospital.
Sledování tělních trubic
Petříček, Martin ; Pelikán, Josef (advisor) ; Maršálek, Lukáš (referee)
X-rays and later Computer tomography allows doctors to see inside patients without using any invasive methods and is becoming more common part of examinations. Processing and examining the three-dimensional image data still poses unsolved challenges and currently requires considerable time and expertise. Goal of this work is to provide an algorithm and program to perform duct tracking in 3d data, which should shorten time needed for some medical examinations. Finding the ducts and performing measurements, such as length, volume or circumference is desired, as is viewing the results in some more comprehensible way. Deformable models are used in the algorithm. The resulting program is cross-platform and can run on any Windows or Unix-like system.
Skeletal Animation
Šebor, Petr ; Pelikán, Josef (advisor) ; Maršálek, Lukáš (referee)
Skeletal animation and spatial optimization of animation data is still an open problem in contemporary computer graphics. The contribution of this work is to provide a functional, effective and easily implementable solution of the optimization problem with the help of the keyframe fitting and approximation by non uniform non rational B-splines with an outlook on what improvements can make this method even more flexible and useful.

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2 Maršálek, Ladislav
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