National Repository of Grey Literature 33 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Algorithms for Mesh Simplification
Milata, Václav ; Španěl, Michal (referee) ; Pečiva, Jan (advisor)
The topic of the thesis is using of OpenSceneGraph, tools for LOD and algorithms for mesh simplification. The result is a game prototype and a program for demonstrating algorithms.
Implementation of WebGL Terrain Visualization Algorithm
Kaláb, Jan ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This master thesis deals with the large terrain rendering in real time using WebGL. The thesis also deals with ways of measuring and representation of terrain height data. The paper also compares several frameworks for WebGL and also describes the practical use of HTML5 technologies such as WebWorkers. Furthermore, it also compares the performance and compatibility of current web browsers with HTML5 technologies.
Virtual Interactive Walk through Scenery
Halas, Petr ; Dvořák, Radim (referee) ; Stružka, Jaroslav (advisor)
This bachelor's thesis describes the issues of modelling a scenery in OpenGL. It contains theoretical principle of 3D displaying with OpenGL functions and description of some of the technologies made for realistic objects and efects modelling. These technologies are demonstrated on an application modelling an interactive walk through scenery, which is eventually tested with questionnaires, filled by a group of volunteers.
Progressive Meshes
Zelený, Jan ; Beran, Vítězslav (referee) ; Sumec, Stanislav (advisor)
There are many highly detailed 3D objects in computer graphics today, which expect high-tech hardware equipment for rendering, storing or transmitting. One of many possible solutions of these problems is progressive mesh. It is a kind of representation of 3D objects, which can be real-time modified in sense of level of detail (LOD). Progressive meshes can also modify effectively their surface, and create geomorphs between two different levels of detail. Progressive transmitting and compressed storing are also possible with this feature.
Realtime library for procedural generation and rendering of terrains
Kahoun, Martin ; Horáček, Jan (advisor) ; Šik, Martin (referee)
Techniques for procedural generation of the graphics content have seen widespread use in multimedia over the past thirty years. It is still an active area of research with many applications in 3D modeling software, video games, and films. This thesis focuses on algorithmic generation of virtual terrains in real-time and their real-time visualization. We provide an overview of available approaches and present an extendable library for procedural terrain synthesis. Powered by TCPDF (www.tcpdf.org)
Data representation for smooth level of detail of spatial objects
Feber, Lukáš ; Brůha, Lukáš (advisor) ; Bayer, Tomáš (referee)
The thesis deals with the concept of level of detail and its use in 3D GIS. The aim of this work is to design a data structure that will allow continuous rendering of discrete 3D building models with different levels of geometric detail, which were created by generalization method based on mathematical morphology approach. The proposed solution creates links of corresponding geometric primitives of models at different level of detail at first and then reconstructs them using the extrusion method. The data structure created in this way is able to generate and render any model, including intermediate models, which are represented as slices through the data structure across the axis of geometric detail.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Realtime library for procedural generation and rendering of terrains
Kahoun, Martin ; Horáček, Jan (advisor) ; Šik, Martin (referee)
Techniques for procedural generation of the graphics content have seen widespread use in multimedia over the past thirty years. It is still an active area of research with many applications in 3D modeling software, video games, and films. This thesis focuses on algorithmic generation of virtual terrains in real-time and their real-time visualization. We provide an overview of available approaches and present an extendable library for procedural terrain synthesis. Powered by TCPDF (www.tcpdf.org)

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