National Repository of Grey Literature 13 records found  previous11 - 13  jump to record: Search took 0.00 seconds. 
Procedural generation of human skin structure
Čermák, Jan ; Křivánek, Jaroslav (advisor) ; Beneš, Jan (referee)
Title: Procedural generation of human skin structure Author: Jan Čermák Department: Department of Software and Computer Science Education Supervisor: doc. Ing. Jaroslav Křivánek, Ph.D. Abstract: Human skin is a very complex and diverse organ that differs not on- ly among different people and races, but also in the scope of one specific human body. In this thesis we tested several procedural approaches to generate textu- re suitable for surfaces of 3D models of various parts of human skin. Besides cellular structures using Voronoi diagrams or Delaunay triangulation, we also in- vestigate generation of the structure of human fingerprints based on the SFinGe method, used for creating synthetic fingerprints for fingerprint recognition algo- rithms in criminology. We conclude that human skin is so diverse that multiple different approaches are needed and each of them is suitable only for some regions. Keywords: computer graphics, procedural modeling, human skin 1
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.
Endless Cave
Pospíšil, Petr ; Pečiva, Jan (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to implement an application showing an endless cave. The basis of this cave is simplex noise method. On the noise produced by this function is afterwards applied thresholding. Produced grid of points is used like input for marching tetrahedrons algorithm. This algorithm converts volumetric data to boundary representation. Phong reflection model and Bump mapping were used in the application, too, in order to improve the visual quality. The application is based on OpenGL library. The first part of the technical report contains theoretical description of mentioned methods, the second part contains description of implementation.

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