National Repository of Grey Literature 29 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
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.
Game Demo in Unity
Hostin, Adam ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
Nowadays, video games are more popular than ever before in history. Therefore this area of digital art should be given special attention. The arrival of smart phones considerably expanded the availability of video games. Today, the user is separated from the entertaining game by few clicks on the phone screen. The aim of this thesis was to develop mechanics into a game demo. These mechanics are centered around player movement and objects that player can interact with. The player plays the role of a ball of yarn, and as the character moves, the yarn unravels. Its end is lit on fire that spreads and creates sense of danger in player. Game contains platforms and gates with ability to change direction of gravity. There are also mechanics that are using 2D light. Light is used to create day and night themed levels.    Demo was created using Unity game engine and C#. The result is a playable application, game demo, targeted for android.
Rendering of Voxel-Based Scenes Using Real-Time Ray Tracing
Menšík, Jakub ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
Multiplatform Card Game with Artificial Intelligence
Trejtnar, Martin ; Chlubna, Tomáš (referee) ; Matýšek, Michal (advisor)
This thesis focuses on artificial intelligence in card games. The goal is to implement a multi-platform game of this genre in the Unity game engine, to summarize possible approaches that are being used in order to create intelligent agents and furthermore to design and describe the most suitable method or combination of methods for the chosen game. The research that was carried out has shown that the problem domain of card games is rather specific, making it more difficult to use the general-purpose algorithms. The problem given was solved using the rule-based artificial intelligence. The intelligent agent has been implemented for a game of imperfect information, which is considered to be the main contribution of this work to the community. Even though the artificial intelligence player is making minor tactical mistakes, his behavior closely resembles the way of thinking of semi-experienced players. 
Training Intelligent Agents in Unity Game Engine
Vaculík, Jan ; Chlubna, Tomáš (referee) ; Matýšek, Michal (advisor)
The goal of this work is to design applications, which demonstrate the power of machine learning in video games. To achieve this goal, this work uses the ML-Agents toolkit, which allows the creation of intelligent agents in the Unity Game Engine. Furthermore, a series of experiments showing the properties and flexibility of intelligent agents in several real-time scenarios is presented. To train the agents, the toolkit uses reinforcement learning and imitation learning algorithms.
Game Demo in Unity
Timko, Jakub ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is to develop a game demo using the Unity game engine. The demo consist of two parts. The first part is the game itself, where player controls a ball, with which he overcomes obstacles. The second part is a game editor, which serves to create additional levels of the game. The thesis contains a brief analysis of existing games with similar themes as well as a comparison of game engines. It also contains a description of the design and implementation of both parts of the demo.
Vegetation Rendering
Kliš, Michal ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
The aim of this work is the design and implementation of algorithms to simplify complex polygonal models of vegetation so that it is possible to display these models in large numbers, without excessive loss of their visual appearance. The work specifically deals with both the modeling of already minimalist plant models and algorithms for their final simplification. Specifically, these algorithms include the method of converting a polygonal model to a volume map and converting the model to plates. In addition to simplifying the models, the work also deals with their display in real time and lighting.
Volumetric Clouds
Barvíř, Marek ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
Generation of Infographics for Live Streaming
Krejčík, Marek ; Starka, Tomáš (referee) ; Matýšek, Michal (advisor)
Main goal of the work was to create application for static and dynamic graphic creation for use in electronic sports live broadcast. Program should be able to create static graphics for individual matches and also generate dynamic graphics based on responses obtained from Riot Games' servers during a live game. It should also be able to send the acquired graphics to the editing device without using keying.
Advanced Character Animation
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis describes modern real-time character animation techniques and their implementation in C++ language using DirectX and PhysX libraries. The first part of the text deals with a presentation of selected animation principles and is focused mailny on key-frame animation, skeletal animation, morphing and ragdoll simulation. Then follows a description of used DirectX and PhysX libraries and description of motion capturing, using iPi Desktop Motion Capture software. The second part of this thesis is focused on particular ways of implementation of the described animation techniques.

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2 Matýsek, Martin
4 Matýsek, Michal
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