National Repository of Grey Literature 35 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Mathematical methods of morphology modelling of coniferous trees
Janoutová, Růžena ; Štarha, Pavel (referee) ; Martišek, Dalibor (advisor)
The thesis was focused on creation of a coniferous tree by nondestructive method allowing description of structure of adult spruce trees. After processing provided data we created a model of L-system which creates a tree branch. Thereafter, a Python script generated parameters which were required for the creation of the model of the tree in graphical software Blender. Model of coniferous tree was sucesfully generated. Its memory requirements are high but for our purposes this is not an essential problem.
Generating 3D Trees Based on Real Images
Kubiš, František ; Polok, Lukáš (referee) ; Szentandrási, István (advisor)
Master's thesis studies the possibilities of generating 3D trees using variety of methods including context-free grammars and L-systems. Master's thesis also includes chapter on evolutionary and genetic algorithms, which briefly summarize their function. In this project genetic algorithm which takes 2D image of tree and the beginning of its trunk is proposed. Based on this information it will generate 3D tree which is visually close to the original image. In addition to methods of generating trees, reader will get information about processing input image and designing test application.
Generator of 3D Objects Based on L-Systems
Kvita, Jakub ; Solár, Peter (referee) ; Vrábel, Lukáš (advisor)
The aim of this bachelor thesis was to create an interactive system for generating 3D models. The generator is based on L-systems as a kind of formal grammars and turtle graphics for 3D modeling. The application was created in Java SE using JOGL library as access point for OpenGL and rendering. The thesis analyze the theoretical basis of L-systems, turtle graphics and rendering 3D objects and then describes creation of application using the acquired knowledge.
Graphics Intro 64kB Using OpenGL
Meixner, Ivo ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
Cílem této práce byla implementace a popis grafického intra pomocí OpenGL, s velikostí spustitelného souboru do 64 KiB. Vzniklý program vykresluje 3D animaci imitující přírodní prostředí pomocí kombinace různých technik do jedné scény. Intro bylo implementováno pro spouštění na Microsoft Windows s využitím simplexního šumu, L-systémů a mnoha shaderových programů napsaných v GLSL, včetně compute shaderu pro zpracování instrukcí L-systémů. Výsledná velikost spustitelného souboru je nižší než 8 KiB. Tento program je schopen vykreslovat jednoduchou scénu na styl přírodního prostředí s hornatým terénem, řídkou vegetací, vodními plochami odrážejícími okolní scénu a oblohou měnící se v průběhu dne.
Real-Time Generator of 2.5D Game World
Dubec, Matej ; Pečiva, Jan (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to design and create a game world generator, working in real-time, in Unity game engine. The thesis revolves around principes of game creation, methods of procedural generation of objects used in games and describes the design and implementation of the generator.
L-systems online
Fišer, Marek ; Pelikán, Josef (advisor) ; Mráz, František (referee)
An L-system in its simplest form is a variant of a context-free grammar. Originally, L-systems were developed and are still mainly used for modeling plant growth, though with L-systems it is possible to create general fractals, models of towns or even music. However, anyone interested in L-systems and wanting to experiment with them may have difficulty finding an appropriate application. The goal of this work was to create an online system, suitable for a wide range of users, for working and experimenting with L-systems. The resulting solution consists of two parts. The first part is a universal, easily-expandable library for processing L-sys- tems. Expandability is achieved thanks to its modularity. All input is processed through interconnected components that are specialized in particular activities. The specialization of the components also contributes to the clarity and reliability of the whole processing system. The library is independent and multiplatform and can thus be readily used in other applications. The second part consists of a modern web interface designed to be under- standable for beginners and yet also capable of providing advanced features for more advanced users. Part of the site is a gallery of L-systems to which each user can contribute and which thus helps to create a user-community. The...
A guide to fractal geometry
Hajmová, Kateřina ; Pokorný, Dušan (advisor) ; Boček, Leo (referee)
This text is intended for the general public. The aim of this work is acquaint readers with foundations of the fractal geometry. The thesis explains important terminology, such as the coastline paradox or the fractal dimension. A great emphasis is placed on explaining the concept of the box-counting dimension. The thesis includes the construction methods of the L-systems, IFS, TEA and random fractals. In addition, it shows the use of fractal geometry in practice. The text is completed with illuminating figures drawn in most cases in Geogebra software and Wolfram Mathematica.
Graphics Intro 64kB Using OpenGL
Meixner, Ivo ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
Cílem této práce byla implementace a popis grafického intra pomocí OpenGL, s velikostí spustitelného souboru do 64 KiB. Vzniklý program vykresluje 3D animaci imitující přírodní prostředí pomocí kombinace různých technik do jedné scény. Intro bylo implementováno pro spouštění na Microsoft Windows s využitím simplexního šumu, L-systémů a mnoha shaderových programů napsaných v GLSL, včetně compute shaderu pro zpracování instrukcí L-systémů. Výsledná velikost spustitelného souboru je nižší než 8 KiB. Tento program je schopen vykreslovat jednoduchou scénu na styl přírodního prostředí s hornatým terénem, řídkou vegetací, vodními plochami odrážejícími okolní scénu a oblohou měnící se v průběhu dne.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Procedural Generation of Cities
Bílý, Kristián ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Bachelor thesis is about procedural city generation. It's goal is to design, implement and test application, that is capable of city generation in user's terrain. The work uses L-Systems for generating road network. It also focuses on variation of building models. Final application is capable of city generation. Application properly reacts to user's input. User's input is basic city structure and terrain.

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