National Repository of Grey Literature 26 records found  previous11 - 20next  jump to record: Search took 0.00 seconds. 
Generation of Synthetic Images of Eye Retinas
Tretter, Zdeněk ; Maruniak, Lukáš (referee) ; Drahanský, Martin (advisor)
The goal of this thesis is to design and implement a program capable of automatically generating synthetic images of eye retinas. The generated images should be similar to those of real retinas, which are hard to obtain, so they could be used for development of various algorithms, which work with eye retina images in their place. This thesis describes anatomic properties of the eye retina, ways to take images of it and also usage of eye retina recognition in biometric and medicinal applications. Design of the program and the way in which individual parts of the retina are assembled together into the final image is also explained in this thesis. These individual parts are created using procedural textures in separate layers of the image. Next chapter of this work describes implementation details of the program. The conclusion then experimentally verifies suitability of the generated images for algorithmic processing.
Virtual Interactive Walk through Scenery
Halas, Petr ; Dvořák, Radim (referee) ; Stružka, Jaroslav (advisor)
This bachelor's thesis describes the issues of modelling a scenery in OpenGL. It contains theoretical principle of 3D displaying with OpenGL functions and description of some of the technologies made for realistic objects and efects modelling. These technologies are demonstrated on an application modelling an interactive walk through scenery, which is eventually tested with questionnaires, filled by a group of volunteers.
Procedural Texture Generator
Doroshenko, Ilya ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Textures are an essential part of modern 2D and 3D rendering. The most prominent texturing techniques are Texture Mapping and Procedural Generation. Both techniques have their set of demands on computational resources. Procedural generation provides rich detail resolution without memory consumption, but also requires processing power. Texture Mapping is quick to process, but images, that the texture consists of are using a lot of space in memory and have finite resolution and sets of complications around algorithms that try to overcome that problem. This thesis discusses techniques of texture generation their interchangeability and applications. Result is an extensible application, that can produce texture maps from algorithms and can export algorithms to be used in procedural shading techniques.
Generating Procedural Planets
Fusek, Petr ; Polášek, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor's thesis deals with the design and implementation of an easily extensible library for creating generators of procedural planet surfaces. The aim of the library is to enable the use of originally two-dimensional methods of procedural map generation to generate a contextually rich planet surface. The library emphasizes the extensibility and simplicity of working with the generated surface. It allows the user to create and parameterize their own generators and use their own algorithms in them. It also includes an implemented planetary elevation map generator that uses a simplified model of simulating tectonic plate collisions to generate a surface with a topology containing mountains, bays and archipelagos. Such a surface should show visual results closer to reality than the classical approach using procedural noises allows. The library is implemented together with a visualization application presenting the generated surfaces and allowing to set all possible inputs of the generator using the GUI.
Minimalistic Reprezentation of the Božetěchova Complex
Rosa, Štěpán ; Pečiva, Jan (referee) ; Vyskočil, Michal (advisor)
This work concerns about creation and display minimalistic model of the Božetěchova Complex implemented in the programming language C using graphical libraries OpenGL and GLUT. In the introduction of this thesis is theoretical base, that led to making this issue. The following chapters describe implemented model and the way of its creation.
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.
Generation of Synthetic Images of Eye Retinas
Tretter, Zdeněk ; Maruniak, Lukáš (referee) ; Drahanský, Martin (advisor)
The goal of this thesis is to design and implement a program capable of automatically generating synthetic images of eye retinas. The generated images should be similar to those of real retinas, which are hard to obtain, so they could be used for development of various algorithms, which work with eye retina images in their place. This thesis describes anatomic properties of the eye retina, ways to take images of it and also usage of eye retina recognition in biometric and medicinal applications. Design of the program and the way in which individual parts of the retina are assembled together into the final image is also explained in this thesis. These individual parts are created using procedural textures in separate layers of the image. Next chapter of this work describes implementation details of the program. The conclusion then experimentally verifies suitability of the generated images for algorithmic processing.
Interactive applets supporting teaching digital image processing
Křivánek, Jiří ; Mangová, Marie (referee) ; Rajmic, Pavel (advisor)
This thesis deals with the creation of applications for support of education computer graphics. The aim is to create a simple application which will show the functioning of the various methods. I implemented convolution methods for image filtering, dithering engaged in the distribution errors, bit planes that show each bit plane image, gamma correction to lighten or darken the image and procedural textures. All these methods are created in the form of Java applets.
Game in a Shader
Ivanecký, Ján ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This thesis deals with design and implementation of a simple strategic game using OpenGL, whose game logic is realized by the graphics card and rendering is realized by the graphics card in one shader. It also contains introduction to OpenGL, overview of techniques used for generating procedural textures and overview of rendering methods based on Ray Casting.
Minimal Representation of the Božetěchova Complex
Piovarči, Rastislav ; Kajan, Rudolf (referee) ; Vlček, Adam (advisor)
The goal of this thesis is to briefly familiarize the reader with damoscene phenomena as a foundation for creation of minimalistic application, which it implements. Then it explains the process of designing and implementation of minimalistic application which displays the Božetechova complex. The aim of this interactive application is to reproduce the Božetěchova complex in the best possible quality using a restricted size binary file. It uses means like procedural textures on the bases of Perlin noise, or multilevel comprimation and instantiating of model geometry to achieve this goal.

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