National Repository of Grey Literature 22 records found  previous11 - 20next  jump to record: Search took 0.02 seconds. 
The Progress run-time architecture
Pop, Tomáš
This thesis is a part of a bigger research vision called Progress which aims at providing component based techniques for the development of real-time embedded systems. Progress introduces the concept of a virtual node in order to increase the effectiveness of constructed systems and improve hardware abstraction. The thesis starts research of the runtime structures of the Progress component model. The thesis aims at identifying necessary questions about the runtime internal structure of virtual nodes and about the supporting mechanisms needed to run virtual nodes on destination hardware. A part of this thesis is also a sample implementation of the virtual node runtime environment covering local and Ethernet communication, event driven and timer driven tasks, and multiple computational nodes.
Scalable Person Identification System For Real-Time Applications
Rajnoha, Martin
Face recognition systems can play significant role in our every day lives. This paper proposes a scalable system for person identification based on face recognition methods and its implementation that utilizes queues, containers and microservices architecture. The proposed system uses a GPU acceleration therefore it can run in real-time. It utilizes two deep neural networks – Single Shot Multibox Detector (SSD) for a face detection and Facenet for a face recognition.
Cube Fighter
Guba, Peter ; Kofroň, Jan (advisor) ; Švancara, Jiří (referee)
Real-time strategy games and action games are two very different types of computer games. In my project, I attempted to see whether they could be combined to make a coherent whole, with mixed results. The backbone of my game is its real-time strategy mode, inspired by Warcraft III and The Battle for Middle-earth 1 and 2. In this mode, the player can create buildings and units and use them to fight the enemy. The game also has another mode of playing which imitates action games. In it, the player only controls a single unit. The second mode ended up being just a fun add-on instead of an essential part of the gameplay as I had originally intended. The reason behind that wasn't that it would be impossible to make it so, but rather that it would require my game to be far more complex.
Real-time path planning
Bartozel, Zdeněk ; Šoustek, Petr (referee) ; Dvořák, Jiří (advisor)
The thesis deals with the path planning and movement of the holonomic robot in a dynamic environment. The aim of this work is implementation of several algorithms based on Rapidly-explored random tree algorithm and their comparison in designed dynamic environment.
Automatic Rail Traffic Controller
Štětina, Jan ; Babilon, Robert (advisor) ; Foniok, Jan (referee)
Organizing traffic on the railroad is quite a difficult task even if there is an elaborate train timetable present. In practice it is allways neccessary to adaptively react to current situation - whether there is a delay, a traffic closure or a special train. Aim of this project is to design and implement an application for use on average personal computer, that would for given railroad area, timetable and the current time design a plan of train journeys so that the disruption of traffic continuity is minimal. The application should base on the plan not only on the timetable, but mostly on current situation in the area.
The Progress run-time architecture
Pop, Tomáš
This thesis is a part of a bigger research vision called Progress which aims at providing component based techniques for the development of real-time embedded systems. Progress introduces the concept of a virtual node in order to increase the effectiveness of constructed systems and improve hardware abstraction. The thesis starts research of the runtime structures of the Progress component model. The thesis aims at identifying necessary questions about the runtime internal structure of virtual nodes and about the supporting mechanisms needed to run virtual nodes on destination hardware. A part of this thesis is also a sample implementation of the virtual node runtime environment covering local and Ethernet communication, event driven and timer driven tasks, and multiple computational nodes.
Design and implementation of web interface for PBX Asterisk
Janda, Lukáš ; Koutný, Martin (referee) ; Krajsa, Ondřej (advisor)
This bachelor’s thesis is dealing with creating a web interface for managing and configuring software PBX Asterisk. User can use application after autentization. The application is divided into a user section and administration section. For communication with PBX are used SQL tables.
Real time Linux latency analysis
Krajíček, Peter ; Macho, Tomáš (referee) ; Valach, Soběslav (advisor)
The thesis analyzes the causes of delays when using the operating system GNU/Linux. It describes a few selected types of analysis, which then implemented using the C programming language. Itself measurement is made on the kit with OMAP3530 microprocessor and the Linux kernel.
Education Computer Program for Demonstration Methods of 3D Objects Illumination and Shading
Chvál, Vít ; Herout, Adam (referee) ; Zuzaňák, Jiří (advisor)
This work describes an Education Computer Program for Demonstration Methods of 3D Objects Illumination and Shading creation. There are in detail described lighting models in this text. There are Phong and Lambert models as representatives of empiric models and BRDF as representative of physical model. Next part of the text describes types of shading methods. You can find there constant, Gouraud and Phong method. Following part of the text discuss issues of Educational applications. The rest of the text is devoted to design and implementation of the application.
Vertex/Pixel Shaders in Realtime Rendering
Ligmajer, Jiří ; Havel, Jiří (referee) ; Švub, Miroslav (advisor)
My bachelor's thesis is about vertex and pixel shaders. It is engaged in evolution, funcionality and usage of shaders in realtime graphics. This bachelor's thesis also includes tutorials, that are describing theory and implementation of three realtime rendering techniques, which were chosen by me. Results of my realtime techniques are evaluated at the end of my book.

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