National Repository of Grey Literature 27 records found  previous11 - 20next  jump to record: Search took 0.01 seconds. 
Simulator of Physical Model
Šváb, Štěpán ; Richter, Miloslav (referee) ; Kaczmarczyk, Václav (advisor)
The aim of this thesis is basic methods of rendering the scene. By creating a simulation model in C# using the bullet phyzic that defines the world of physics. Creating an parser of X3D format and how its data will fill the world of physics.
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.
E-shop in 3D Dimension
Spousta, Martin ; Dvořák,, Jiří (referee) ; Dvořák, Jiří (advisor)
This Diploma thesis deals with problems of making 3D e-shops for their widely usage. It contains the description of current level of e-shop, theoretical solution of the problem of transition to 3D with a description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
GLSL Based Engine
Šlesár, Michal ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Creating a graphical application running on a GPU typically involves configuring the GPU, creating and configuring the required objects, and then implementing the application's behavior itself. The aim of this work is to create a tool that would automate this configuration using the OpenGL application interface. As a result, the user would not have to waste time configuring and could quickly create and prototype graphics applications. In addition, the created tool adds new functionality to the application that is not native or supported on the GPU, such as working with a mouse and keyboard.
Simulator of Physical Model
Šváb, Štěpán ; Richter, Miloslav (referee) ; Kaczmarczyk, Václav (advisor)
The aim of this thesis is basic methods of rendering the scene. By creating a simulation model in C# using the bullet phyzic that defines the world of physics. Creating an parser of X3D format and how its data will fill the world of physics.
The making of 3D electronics catalogs
Spousta, Martin ; Dvořák,, Jiří (referee) ; Dvořák, Jiří (advisor)
This Bachelor thesis deals with problems of making 3D electronics catalogues for their widely usage. It contains the description of current level of electronics catalogues, theoretical solution of the problem with description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
Polygonal Models Smoothing
Nečas, Ondřej ; Herout, Adam (referee) ; Kršek, Přemysl (advisor)
The result of digitalization 3d surface is affected by many factors. After digitalization can on the surface emerge some unwanted artefacts. The differences from original are caused by resolution of the device or its limited precision. For elimination of this artefact exists many smoothing algorithms, but we want to choose that which best suits this purpose. So it is useful to know their limits and characteristics.
Performance Evaluation of Graphics Accelerator
Dvořák, Milan ; Šolony, Marek (referee) ; Jošth, Radovan (advisor)
This bachelor thesis deals with a performance evaluation of graphics accelerators. Properties of the current graphics accelerators and existing solutions for evaluating their performance are summarized. An own methodology for performance evaluation is proposed and the implementation of an OpenGL aplication with GLUT and GLEW libraries is described. In the last part, several graphic cards are tested, the influence of various factors is examined, and the measured results are discussed.
Vertex and Pixel Shaders for 3D Visualization of grass
Dokoupil, Martin ; Chudý, Peter (referee) ; Kršek, Přemysl (advisor)
This thesis describes the way to create three-dimensional visualization of grass in computer graphic. Contains progress of grass visualization from past to present. Contains shader intro and its use for visualization. Text mention scene graph which has been used for implementation. Text describes three levels of detail and implemetation of waving grass. Text compares frame speed for each level of grass and frame speed for complete visualized grass.
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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