National Repository of Grey Literature 62 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
L Systems and Their Applications
Koutný, Jiří ; Goldefus, Filip (referee) ; Meduna, Alexandr (advisor)
This master thesis describes deterministic context-free L-systems and its context in procedural modeling, especially in fractal geometry, deals with rewriting technique and its usage for modeling structures similar to plants. Further it describes more complex types of L-systems, especially their context and parametric variations, and shows usage of L-systems in computer graphics and describes its usage for procedural modeling of architecture. At the end of this thesis there are described some other possibilities of usage procedural modeling with L-systems and introduced some extensions of rewriting rules, which will be subject of future research.
Procedural Generation of Cities
Hamerník, Pavel ; Beran, Vítězslav (referee) ; Polok, Lukáš (advisor)
My bachelor thesis covers studying methods of procedural generation of terrains, cities and interiors. First the most common techniques of procedural generation are discussed, then more useable techniques for procedural generation of terrain and cities. With the assistance of these methods and practices i endevour to make a 3D application that simulates generation of world, which consists of terrain and city. Application generates different urban scenes based on input integer value.
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.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Fractals in Computer Graphics
Šelepa, Jan ; Venera, Jiří (referee) ; Sumec, Stanislav (advisor)
The goal of this work is to give introduction and specification of fractals. The first chapter presents the basics of fractal geometry. The second chapter maps the history of fractals and points out the most important people of fractal science. The third chapter presents fractal classification based on several criteria and gives basic examples. The fourth chapter is a summary of widely used applications for fractal creation. The last chapter describes the application that was made to demonstrate given algorithms and fractals mentioned in this thesis.
Visual Educational System of Fractals
Friedrich, Tomáš ; Škarvada, Jaroslav (referee) ; Gajda, Zbyšek (advisor)
The target of this work is to explain basics of fractals generation and theory. The introdaction to the fractal geometry is mentioned first. Certain types od fractals are explained and demostrated by examples next.For easier understanding of all mentioned types of fractals a grafical aplication was designed where it is possible to experience fractals characteristics and behaviour. The aplication is available on the internet.
Procedural Track Generator
Ončo, Michael ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis deals with procedural generation of an obstacle course for a game in which the player has to overcome these obstacles. It researches suitable ways of generating such course. Within the scope of this research the thesis studies basic traits of noises and grammars. Furthermore it mainly focuses on grammars, L-systems and their attributes. Output of this bachelor's thesis is an application generating the obstacle course, visualizing its geometry using OpenGL and enabling movement through it.
Evolutionary Design of L-system Fractal Images
Kovařík, Roman ; Jaroš, Jiří (referee) ; Gajda, Zbyšek (advisor)
This work deals with an evolutionary design for images formed by L-systems. The design is supported by using the operators for genetic programming. This operators are able to work with the image represented in the form of syntax tree. User (designer) can use applet that can be displayed on the website.
Procedural Forest
Pfudl, Václav ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to generate procedurally a forest (landscape with plants described in text template). Landscape is generated using Perlin noise and the interpret of L-systems was implemented for plants generation purposes. Both these techniques are described in more detail in theory section as well as the implementation section of this thesis. Furthermore, techniques such as phong lightning model, normal-mapping, shadow-mapping, realistic water, skybox and spriting for better realistic look of the scene, are also discussed in this thesis. Implemented application can also be used for the export of generated plant models in format .obj for further use by some extern application (for example Blender).
Building Model Generator for Open Street Maps
Libosvár, Jakub ; Láník, Aleš (referee) ; Polok, Lukáš (advisor)
This thesis deals with the procedural generation of building models based on a given pattern. The community project OpenStreetMap is used for obtaining datasets that create the buildings platform patterns. A brief survey of classifiers and formal grammars for modeling is introduced. Designing an estate classifier and algorithm for building generation is practical aspect of this thesis, including the algorithm implementation. 3D output meshes are rendered using OpenGL in real-time. 

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