National Repository of Grey Literature 40 records found  previous11 - 20nextend  jump to record: Search took 0.02 seconds. 
Garticle engine
Karas, Jakub ; Hrdina, Jaroslav (referee) ; Návrat, Aleš (advisor)
The main goal of this thesis is creation of a particle engine. Unlike classical implementations of particle engines this one uses a modern coordinate-free language – Projective Geometric Algebra (PGA). PGA allows us to replace points in the engine with rigid bodies. Furthermore usage of geometric algebra could reduce both space complexity and computational complexity. In theoretical part of the thesis is presented PGA, a representation of Euclidean transformations in PGA and formulation of equations of rigid body motion in PGA which are basis of the computational part of the engine.
Graphics Intro 64kB Using OpenGL
Pinter, Jan ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This paper deals with graphics intro (demo) 64 kB creation issues. It analyses and describes problems involving effective use of minimum data space assigned and presents basic techniques used with those specific types of programs as mentioned above. It also describes a way of specific, interesting graphic effects and elements realization, their possible optimization and visual improvement.
Scene Rendering in Modern Computer Games
Wilczák, Martin ; Šolony, Marek (referee) ; Kajan, Rudolf (advisor)
This thesis describes methods for lighting calculations of large scenes used in modern computer games. Forward shading and deferred shading methods are discussed and compared. Capabilities of raytracing are shortly described. There are some information about various methods for casting shadows, simulation of particle systems and applying post-processing effects. In the end there is a design of architecture for rendering complex scenes with use of XNA and description of implementation used in resulting game.
Simulation of Fluids
Životský, Tomáš ; Navrátil, Jan (referee) ; Horváth, Zsolt (advisor)
This thesis describes simulation and visualization of uids by di erent methods for calculation of real behaviour. The core of this thesis consists of methods working with real-time simulation.
Graphics Intro 64kB Using OpenGL
Drobisz, Tomáš ; Beran, Vítězslav (referee) ; Sumec, Stanislav (advisor)
Bachelor´s thesis describes techniques that are used in graphic intro making, their advanteges and disadvantages in getting below size limit of executable file, history of demoscene, introduction to OpenGL. The issue is graphic intro implementation with single executable file with size below 64kB.
Graphics Intro 64kB Using OpenGL
Fiala, Petr ; Mikolov, Tomáš (referee) ; Herout, Adam (advisor)
This bachelor's thesis describes issues of making graphics intro with limited size below 64kB. It contains short introduction to OpenGL, analyses techniques and procedures to reach required small sized application, from compiler settings, procedural texture and model generation to final compression by exe packer application.
Tool for Fireworks Design and Simulation
Rejent, Tomáš ; Žák, Pavel (referee) ; Bartoň, Radek (advisor)
Topic of this thesis is design of Tool for Fireworks Design and Simulation. Design patterns for object oriented programming are used for application design. The application is developed in Java programming language. Firework effects are visualized by particle systems, which are implemented using Java3D library. The application allows modification of effect parameters, inserting them on timeline and then simulate. The application is able to play background sound while simulation is running. The application can be extended by new effects using plugins.
Particle Module for GPUEngine
Sobol, Jan ; Chlubna, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to implement a particle module that will be extending the GPUEngine graphic toolkit. Particle module is an interface, used for creating particle systems. The module is designed as a complex of extendable classes, to which an user adds his own implementation. This thesis analyses realization techniques of particle systems. It covers the way of preserving data, from which the techniques Array of Structures and Structure of Arrays are implemented. The thesis deals with differences between particle system simulation from CPU and simulation from GPU, it provides tools for these simulations. The result of this thesis is a reusable library, allowing the creation of particle systems, made not only for typical visual use, known from the computer games, but also for simulations and procedural modeling. Demonstrational app with representative particle systems, prepared in advance, is included too.
Graphics Application in Python Using OpenGL
Szentandrási, István ; Kršek, Přemysl (referee) ; Navrátil, Jan (advisor)
The aim of this work was to study the possibilities of the Python programming language in computer graphics and to determine its competence in this field. To achieve this the cross platform Python binding to OpenGL and related APIs, PyOpenGL was used to create a demo, and compare it in many ways to an implementation of the demo using the standard OpenGL C API. As the result Python was found in average twice as slow as the alternative C~demo and using much more CPU~load. Because of this fact PyOpenGL is not advisable in professional applications. On the other hand Python has an extensive standard library, very useful specialized libraries, simpler syntax, which makes it ideal to use in education.
Light Field Particle Effects
Škvařil, Jan ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to propose and implement a method combining light field and particle effects. Particles are rendered as billboards and their textures are created with synthetic light field, which is dynamically generated at runtime. Particles can also use several of these textures at the same time. The thesis also includes several implemented scenes demonstrating various functionality and measurements comparing proposed method with standard 3D rendering techniques.

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