National Repository of Grey Literature 22 records found  beginprevious13 - 22  jump to record: Search took 0.01 seconds. 
Graphics Intro 64kB Using OpenGL
Baáš, Andrej ; Matýšek, Michal (referee) ; Herout, Adam (advisor)
This thesis deals with the creation of a graphic intro with limited size. This work describes methods and techniques for generating the graphic content. It deals with procedural generation of textures and objects, creation of particle systems, lighting and animation of selected objects. It describes methods for reducing the size of the final application. The result is a graphical intro showing an underwater environment with a coral reef and floating fish whose size is less than 64kB.
Height map compression techniques
Lašan, Michal ; Kahoun, Martin (advisor) ; Křivánek, Jaroslav (referee)
The goal of this thesis is to design a suitable method for lossy compression of heightmap terrain data. This method should accept blocks of float samples of dimensions 2^n x 2^n as an input, for which it should be able to perform progressive decompression of mip-maps (lower-resolution representations). It should keep the reconstructed data within a certain maximum per-sample error bound for each mip-map level. This bound should be in the unit of meters and adjustable by the user. Given these constraints, it should be as efficient as possible. Our method is inspired by the second generation of progressive wavelet-based compression scheme modified to satisfy the~maximum-error constraint. We simplified this scheme by factoring out unnecessary computations in order to improve the efficiency. Our method can compress a 256x256 block in about 30 ms and decompress it in about 2 ms. Thanks to these attributes, the method can be used in a real-time planet renderer. It achieves the compression ratio of 37:1 on the whole Earth 90m/sample terrain dataset transformed and separated into square blocks, while respecting the maximum error of 5m. Powered by TCPDF (www.tcpdf.org)
Graphics Demo Employing Procedural Textures
Drevický, Dušan ; Matýšek, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the design and implementation of a size-limited 64 kB graphics demo. Procedural generation is used for the definition of structure and appearance of realistic natural terrain. The terrain is described by a heightmap based on noise functions described in this work. Rendering utilizes the ray marching method and is done in real time. All parts of the implementation described in this work were created exclusively within the fragment shader of the GPU.
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
Level of Detail for Race Track Rendering
Mohelník, Petr ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This work describes efficient race track rendering using OpenGL. It uses height map for terrain representation. The race track is rendered as polygonal model instanced on a curve using level of detail. An algorithm is proposed for using level of detail in real time even on mobile devices. Among described algorithms are dart throwing, Catmull-Rom spline, edge collapse simplification, view frustum culling. Part of this work is an application demonstrating the designed algorithm.
Interactive 3D Terrain Editor
Hulva, Jiří ; Vanek, Juraj (referee) ; Přibyl, Jaroslav (advisor)
The purpose of this work is to design and implement an interactive 3D terrain editor. The application should be able to create three-dimensional model of a terrain from input data, display it and allow free movement in displayed scene. Users should be provided with tools for editing heightmaps and surface textures. There should be option to load models of objects, like buildings or vegetation and place them on chosen locations.
3D Landscape Rendering with Light-Map
Fadrhonc, Pavel ; Juránek, Roman (referee) ; Venera, Jiří (advisor)
Goal of this thesis is to study methods of realtime 3D landscape rendering and implement simple demonstration program which uses selected algorithm for heightmap and lightmap generation.
Landscape Reconstruction from Tourist Map
Tuška, David ; Šilhavá, Jana (referee) ; Španěl, Michal (advisor)
This work deals with problems of digitizing tourist map. The goal of this project is proposal and implementation computer program, which can be able to create heightmap from tourist map. Heightmap is a raster image used to store values of surface elevation. For example heightmaps are widely used in terrain rendering software and modern video games.
Interactive 3D Terrain Editor
Synáček, Jan ; Beran, Vítězslav (referee) ; Přibyl, Jaroslav (advisor)
The subject matter of this work is a concept of an interactive 3D terrain editor. Its basic functionality, graphical user interface and possible extensions are defined. There are a lot of existing terrain editing tools, therefore presentation of some existing systems capable of editing and generating computer terrain is also included. The editor is implemented and it is capable of performing simple editing, such as raising, lowering or levelling the terrain. Graphical user interface is also a part of the implementation. The editor allows inserting 3D models into the scene so it was easier to represent some objects displayed only in the texture in 3D space. Models can be edited using some simple transformations. Performance tests are undertaken and possibilities of extending the program discussed.
Navigation using a turistic map
Mihál, Jakub ; Babinec, Tomáš (referee) ; Horák, Karel (advisor)
The master’s thesis deals with the design and realization of a program that is able to find the shortest route in the tourist map between selected points. The user can select the type of hiking trail. Application also generates terrain heightmap from contour lines and path elevation profile.

National Repository of Grey Literature : 22 records found   beginprevious13 - 22  jump to record:
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