National Repository of Grey Literature 111 records found  previous11 - 20nextend  jump to record: Search took 0.02 seconds. 
Creation and Demonstration of Assets for VR Application
Zouhar, Marek ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with the concept of virtual reality, its history, present-day possibilities and available devices and technologies for virtual reality and ways of creating assets such as models, textures and animations for virtual reality applications. The practical part of this work deals with design and creation of three-dimensional models, textures, animations and environment for use in interactive application in virtual reality and also with design and creation of such application to demonstrate their use.
Visual support of theoretical explanation in MPKT course
Passinger, Jiří ; Koutný, Martin (referee) ; Jeřábek, Jan (advisor)
The bachelor thesis deals with creating animations and using the selected utilities in operating systems GNU/Linux and Windows. This work describes the selection of programs for creating animations, the procedure of animation creation and their resulting form is shown. Further on there are suggested possibilities of use of the animations, their extention and description of theory to the action the animations deal with. Another part is dedicated to utilities for IPv6, DNS and ARP. Real examples of using these utilities the format writing and examples of responses are shown.
Data Visualization Blender Add-On
Doležal, Zdeněk ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
With growing interest in visualisation techniques, possibility to extend existing 3D computer graphics software by visualisation tools arises. Thesis deals with theory of data visualisation in general, selection of suitable visualisations, design, creation and publication of an data visualisation add-on for the open-source software Blender. Thanks to this work Blender is extended using its Python API by an interface used for data loading and commonly used charts generation. The published implementation was evaluated by user survey and it is available open-source.
Development of application for simulation of physicals effects
Polách, Milan ; Šimek, Milan (referee) ; Holcman, Vladimír (advisor)
The aim of this bachelor's thesis was to create an educational system for more effective teaching physical phenomena and the replacement of older systems used. Whole project is composed of several parts. At the begining, the theoretical information are shown on website. Next is a simulation of physical phenomena and in conclusion, how the phenomena looks like in a real situation is presented. Animations for simulations are created in Blender, using programming language Phyton.
Advanced Rendering Techniques in OpenGL 2.0
Salajka, Vojtěch ; Havel, Jiří (referee) ; Švub, Miroslav (advisor)
This thesis deals with the interactive computer graphics on programmable hardware. The usage of shaders for creation of graphic effects is demonstrated by examples. It is explained how to use OpenGL library and GLSL language for their implementation. A new 3D model format was developed for the purposes of the examples.
BOIDS Method for Swarm Simulation
Burda, Radek ; Král, Jiří (referee) ; Zbořil, František (advisor)
This work primarily deals with C.Reynolds's model of flocking -BOIDS - and uses the model as a basis for creating a swarm simulation. It discusses methods for obstacle avoidance and principle of forces arbitration (flocking rules, obstacle avoidance and goal satisfying) to properly avoid conflicting of behaviours. Furhermore some of other approaches to flocking simulation are mentioned while their pros and cons are taken up. Last but not least proceeding of creating a graphic environment in Blender for demonstrating boids behavior in the final 3D application is described.
A Computer Game to Fight Drought in the Countryside in Unity
Olearčin, Daniel ; Milet, Tomáš (referee) ; Beran, Vítězslav (advisor)
This bachelor's thesis focuses on the design and development of the game in the Unity gaming engine. Game has the task of being educational. The player has the opportunity to familiarize himself with the different circumstances, which result on the profitability of the village and the retention of water in the country. The aim of the game is to map a small village above which it is possible to convert individual fields for other types. With simple models, characteristic calculations and rules, it is possible to monitor the impact of these changes on the profitability of the village and the retention of water in the country.
Procedurally Generated Lens Flare Effect for Blender
Volf, Petr ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Lens flare is an image artefact caused by unintended reflection of light in camera's lens system. The goal of this project is simulation of this phenomena in open source 3D content creation suite Blender. The generated effect is then composited into final image. The project is designed as an add-on. The add-on allows user to customize several parameters to achieve the desired result.
Deep Learning for Medical Image Analysis
Osvald, Martin ; Juránek, Roman (referee) ; Španěl, Michal (advisor)
The goal of this bachelor's thesis is to use the 2D convolutional neural network on the 3D model dataset by multi-view methods. The view is 2D picture of 3D model. The result are Pyqt applications, where is possible to load the 3D model of teeth and predict the location of landmarks and teeth by object segmentation and object detection. During this thesis, an annotation's script was created for the annotation of 3D models for landmarks of teeth and teeth themself. This thesis solves the problem of the small availability of annotated 3D datasets in the medical industry by automating generating binary masks from different views on 3D models.
Architectural visualization in virtual reality
Hložanka, Filip ; Rujbrová, Šárka (referee) ; Reich, Pavel (advisor)
Tato práce se zaměřuje na nynější podobu virtuální reality a její využití v průmyslovém designu a architektuře. Je rozdělená do dvou částí. V první částí je popsána historie virtuální reality včetně fází vývoje a nejpopulárnějších produktů. Dále jsou v ní porovnány současné produkty virtuální reality dostupné pro uživatele spolu s technologiemi pro sledování pohybu uživatele a jeho interakce s virtuálním prostředím. Jsou v ní také vysvětleny problémy při zavádění virtuální reality do pracovního prostředí, a nakonec je uvedeno několik příkladů využití virtuální reality v průmyslu. Druhá část se zaměřuje na jednu z těchto možností využití virtuální reality – architektonickou vizualizaci, přičemž je v ní popsána její evoluce, jsou v ní porovnány softwarové možnosti pro její tvorbu a zobrazování, a nakonec je ukázán příklad přenesení reálné místnosti do virtuální podoby. Závěr se zaměřuje na možnosti rozvoje virtuální reality, výsledky porovnání softwarů pro architektonickou vizualizaci a proces tvorby příkladu vizualizace.

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