National Repository of Grey Literature 22 records found  previous11 - 20next  jump to record: Search took 0.00 seconds. 
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (referee) ; Matýšek, Michal (advisor)
Tato práce popisuje způsob implementace volumetrického terénu s důrazem na modifikovatelnost v reálném čase. Použitá datová struktura je bitové pole - materiál terénu není potřeba ukládat, takže pro uložení každého vzorku stačí jeden bit. Textura je odvozována na základě sklonu terénu. Vizualizace se provádí převodem na povrchovou reprezentaci pomocí algoritmu pochodující kostky a následným zobrazením polygonové sítě pomocí vykreslovacího řetězce. Terén i textura jsou generovány procedurálně. Pro rozrušení poměrně pravidelného povrchu je použit displacement mapping a teselace. Jemnější detaily jsou získány pomocí bump mappingu. Pro dynamické stíny je použit shadow mapping.
Localization of EEG scalp electrodes in structural MRI data
Koutek, Petr ; Gajdoš, Martin (referee) ; Harabiš, Vratislav (advisor)
The objective of this thesis is to design an algorithm used for localization of scalp electrodes in MRI structural data. The algorithm is based on fact that electrodes are visible on visualized head surface. The surface of a head is subdivided into smaller fragments, which are transformed from 3D space into 2D. The electrodes are then located in 2D space by use of registration techniques. The proposed algorithm is able to correctly locate up to 73% EEG electrodes, assuming that the subject has short hair. In case when a subject has long hair, the portion of correctly detected electrodes is 49%. The probability of false detection is 22% when the object is short-haired and 35% when long-haired. The algorithm should facilitate the process of EEG electrodes localization during examinations combining imaging modalities of type EEG and MRI.
Rendering of Implicit Surfaces
Koc, Karel ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This theses is focused on rendering of implicit surfaces. We are finding the ways how approach the issue and how to represent implicit surfaces, how to divide the scene and how to illuminate the scene.
Fluid Simulation
Zivčák, Jan ; Žák, Pavel (referee) ; Jošth, Radovan (advisor)
This bachelor´s thesis is focused on theme of fluid and gas simulation performed on personal computers. This branch of computer graphics and computer simulation is quite popular because it offers a lot of questions and a lot of solutions. Thesis is about to compare this solutions, focusing on those which can be real-time computed. One part of thesis is also about methods for fluid vizualization - isosurfaces and method marching cubes. The question of using modern graphics adapters to compute the simulation is also present. Especially NVIDIA CUDA technology will be analysed. And finally, there is an explanation of my implementation.
Interactive Human Tissues 3D Modelling by CT/MR Data
Zachar, Lukáš ; Štancl, Vít (referee) ; Kršek, Přemysl (advisor)
The aim of this thesis is to create a system, which would make a 3D model of tissues based on CT or MRI scans. Input data is in the DICOM format. Selection of tissues is done by the user by specifying range of values in scans. The current selection is highlighted. The creation of polygonal model is done by the Marching cubes algorithm. It is possible to save the model in format VRML or STL.
Advanced Simulation and Vizualization of a Fluid
Obr, Jakub ; Pečiva, Jan (referee) ; Navrátil, Jan (advisor)
This thesis concentrates on physically based simulation of fluids followed by its photorealistic visualization. It describes one form of Smooth Particle Hydrodynamics methods for viscoelastic fluid simulation and includes its extension for multiple interacting fluids. It also deals with SPH boundary problem and investigates its solution by fixed boundary particles. For visualization of fluids there is a method of Ray Tracing described in detail and it's extended with light absorption in transparent materials. In connection with this method there is also discussed a problem of infinite total reflections and some solution techniques are offered. To extract the surface of the fluid there is used a Marching cubes method and its discussed in terms of Ray Tracing.
Generating Complex Procedural Terrains Using the GPU
Ryba, Jan ; Bartoň, Radek (referee) ; Herout, Adam (advisor)
Generating fully 3D terrains is a dificult task, meaning that we need to store a lot of data or do a lot of computing or both. We can reduce or completly eliminate the data srorage by using a procedural approch, but this is where the problem gets realy computationaly costly and the CUDA platform comes in. CUDA kernels runinng parallely on graphic accelerators can rapidly decrease time needed for computation, allowing even these complex calculations to work in real time or even better. Finding its use in game or movie industry.
Real-Time Particle Simulations
Horváth, Zsolt ; Španěl, Michal (referee) ; Herout, Adam (advisor)
Particle simulations in real-time become reality only a few years before, when in computer science occured the idea of GPGPU. This new technology allows use the massive force of graphics card for general purposes. Today, the trend is to accelerate existing algorithms by rewriting into parallel form. On this priciple operate the particle systems too. An interesting area of particle systems are fluid simulations. The simulations are based on the theory of Navier-Stokes equations and their numerical solutions with SPH (Smoothed particle hydrodynamics). Liquids are part of everyday life, and therefore it is important to render them realistically. They are used in modern computer games and different visualizations that run in real time, therefore they must be quickly displayed.
Graphics Intro 64kB Using OpenGL
Milet, Tomáš ; Havel, Jiří (referee) ; Herout, Adam (advisor)
This thesis deals with the creation of the intro with limited size. This work describes methods for reducing the size of the final application. The main part describes methods for generating graphic content and methods for its animation. It deals with creation of textures and geometry. Another part is aimed on the physical simulation of particle and elastic systems.
3D Geometry Reconstruction from Discrete Volumetric Data
Svěchovský, Radek ; Navrátil, Jan (referee) ; Španěl, Michal (advisor)
Conversion of discrete volumetric data to boundary representation is quite common operation. Standard approach to resolve this problem is to use well-known Marching cubes algorithm, which although simple and robust, generates low-quality output that requires subsequent post-processing. This master's thesis deals with uncommon algorithms used for isosurface extraction from volumes. The reader will be acquainted with fundamental principles of Hierarchical Iso-Surface Extraction method, that was independently implemented and tested in this work.

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