National Repository of Grey Literature 18 records found  previous11 - 18  jump to record: Search took 0.01 seconds. 
Procedural terrain modeling using polygonal sketching
Knotek, Jaroslav ; Kahoun, Martin (advisor) ; Beneš, Jan (referee)
This work presents a method of virtual terrain sketching using polygons where each polygon represents a feature of the terrain. Each feature is generated to a layer and the resulting terrain is then obtained by merging those layers. It can be further edited by convolution brushes, eroded, or have a river drainage generated. The final result can be previewed in 3D. The implementation allows a user to save and load the project as well as export the final height map.
The process of city block modeling using a procedural programming language
Koucká, Lucie ; Štych, Přemysl (advisor) ; Brůha, Lukáš (referee)
The master thesis deals with a block subdivision into parcels using procedural modeling. The main goal focuses on improving of the existing method called OBB-based Subdivision that uses auxiliary envelopes of rectangle shape for splitting. It is required to adapt the method to Czech conditions as well. The first part focuses on the analysis of scientific publications, which describes the development and current situation of procedural modeling issues. Then the methodology of suggested algorithm is described that tests a change of the envelope to the trapezium shape, respectively to the quadrangle shape. In conclusion, the proposed algorithms are tested on the real data in CityEngine, which offered the possibility of using procedural approach to automatically generate 3D parcels. The whole process is controlled by the limitations of development plans of the selected urban areas. Powered by TCPDF (www.tcpdf.org)
Synthesis of digital landscape surface data
Šebesta, Michal ; Kahoun, Martin (advisor) ; Křivánek, Jaroslav (referee)
A procedural generation of landscapes often meets a need for real spatial data at finer resolution that data available at the moment. We introduce a method that refines the spatial data at the coarse resolution into the finer resolution utilizing other data sources which are already at the better resolution. We construct weighted local linear statistical models from both the coarse and utility data and use the by- models-learned dependencies between the data sources to predict the needed data at better resolution. To achieve higher computational speed and evade utility data imperfection, we utilize truncated singular value decomposition which reduce a dimensionality of the data space we work with. The~method is highly modifiable and its application shows plausible real-like results. Thanks to this, the method can be of practical use for simulation software development. Powered by TCPDF (www.tcpdf.org)
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
Procedural Generation of City Topology
Zvěřina, Lukáš ; Navrátil, Jan (referee) ; Láník, Aleš (advisor)
This bachelor's thesis is about problematique of procedural modeling. It especially tatgets procedural generation of city topology, using fractal geometry, rewriting gramatics using L-systems, OpenGL library for displaying scene and detailed description of approaches in texturing, lighting and other graphics effects.
Clouds and Hills Generation Using Fractal Geometry
Tůma, Petr ; Zuzaňák, Jiří (referee) ; Venera, Jiří (advisor)
This work is concerned with generation of landscape objects using fractal geometry. In this work is explained what the fractal is and terms associated with them. The other parts describe basic theoretical ideas and implementation of these algorithms. The Capital theme is generation of models clouds and hills in values of input parameters, their presentation and date media saved there. The project includes my algorithm extension for hills generation of course. At the conclusion of this work are summarized tendencies of next development and my results.
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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