National Repository of Grey Literature 23 records found  beginprevious14 - 23  jump to record: Search took 0.01 seconds. 
Graphics Intro 64kB Using OpenGL
Olexa, Jan ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to create a graphics intro using the OpenGL library, where the maximal size of the executable is 64 kB. The program is written in C++ language and uses OpenGL version 4.6.
Interactive OpenGL Demo
Chukir, Patrik ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describe implementation of simple 3D game by OpenGL. The attention is paid to draft of this game and specific implementation, which is output of this work. In text of thesis is described usage of libraries Assimp , Bullet and IrrKlang . Assimp for loading  an .obj and .dae model file. Bullet for detection of collision and physics of scene. And IrrKlang for sounds. Furthmore thesis  deals with lighting, shadows and implementation of Skeleton animation . Part of thesis is dedicated to implementation of skybox and changing day and night. In last chapter are analyzed test of game.
Database of Hand Poses for Skeletal Animation of Human Characters
Vojtěch, Tomáš ; Herout, Adam (referee) ; Španěl, Michal (advisor)
This thesis deals with the skeletal animation and with the development of a plugin for Autodesk MotionBuilder. The aim was to create a tool that allows the animators to automate the process of animation and thereby greatly reduces the time requirements. The result is a tool that allows capturing, storing, applying and sharing hand poses for the purpose of reusability of already created gestures. The plugin is implemented in Python.
Real-Time Rendering of a Scene With Many Pedestrians
Pfudl, Václav ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
The aim of this thesis was to implement a software that would be able to render, simulate and record a scene with walking pedestrians in real-time, with emphasis on rendering level of realism. The output of the application could serve as an input test data for people counting systems or similar systems for video recognition. The problem was divided into three major subproblems: character animation, artificial intelligence for character movement and advanced rendering techniques. The character animation problem is solved by the skeletal animation of the model. To achieve the characters moving in a scene autonomously path finding(A* algorithm) and group behaviors(steering behaviors) were implemented. Realism in a scene is added by implemented methods such as normal-mapping, variance shadow-mapping, deffered rendering, skydome, lens flare effect and screen space ambient occlusion. Optimaliaztion of the rendering was implemented using octree data structure for space partitioning. Rendering stage of a scene can be easily parametrized through implemented GUI. Implemented application provides the user with easy way of setting a scene with walking pedestrians, setting its visualization and to record the result.
Procedural Animation of Human Walk
Mohelník, Petr ; Maršík, Lukáš (referee) ; Polok, Lukáš (advisor)
Animation of human walk is employed in many interactive applications, mostly in computer games. There are many ways to create such animation which differ in compromise among naturalness, control over animation and computing time. This work implements procedural animation which is applicable for walking on uneven terrain. Skeletal animation is used for manipulation with model of human body. Furthermore, inverse kinematics is described and implemented. That allows for adaptation to uneven terrain. It also describes phases of human walk, so we can accurately aproximate them. Proposed solution enables specification of walk using number of parameters and is able to adapt to surrounding terrain. The result should be usable in creation of computer games and should allow for creation of specific animation of human walk without need to create such animation manually.
Procedural Animation of Human Walk
Klement, Martin ; Žák, Pavel (referee) ; Polok, Lukáš (advisor)
This thesis describes the implementation of the program displaying procedural animation of human walk. This program uses the so-called skeletal animation, in which a virtual skeleton is being moved by a forward and inverse kinematics, and subsequently the vertexes of the 3D model of a human are transformed in accordance to the skeleton. Setting of the weight of the bones for individual vertexes is done via the envelope method, the model is loaded from the "ASE" format. The application is written in the C++ programming language and for the visualization the OpenGL library with the GLUT expansion is used.
Graphics Demo with Inverse Kinematics
Kárníková, Pavlína ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This work deals with the creation of a graphic demo with the use of inverse kinematics. It explains the motivations that led to the creation of the demo; it briefly mentions the history of the demo as well as the principles of animation. It describes in detail the fundamentals of inverse kinematics as well as the terminology needed for the understanding of inverse kinematics. It also includes some selected algorithms. The issue of inverse kinematics is further developed in the part of the work where the principles of skinning are being described. The principles of the collision detection are also mentioned here. The conclusion consists of a detailed explanation of some of the techniques used in graphic demo, such as the L-systems or procedural textures.
Object Manipulation Using p5 Glove
Čapek, Radovan ; Polok, Lukáš (referee) ; Žák, Pavel (advisor)
The thesis is focused on the description of the basic principles of the virtual reality, on utilization of data gloves in the virtual reality and it implements the application with usage of the input device P5 glove. The implementation contains among the others various visual techniques of OpenGL and also shows up-to-date work with the popular physics engine Bullet Physics. The theoretical bases of these techniques are analysed in the thesis. So the output of the thesis will serve as a source of information to people interested in the knowledge of the data gloves problems and other similar peripherals, but also to interested people who want to learn more about the realization of the computer graphics and creation of physicist models.      
Animation Library Focused on Skeletal Animations
Dokoupil, Petr ; Přibyl, Jaroslav (referee) ; Štancl, Vít (advisor)
This thesis proposes an architecture of animation engine flexible enough to support large scale of animation algorithms with unified approach to each one of them. One of the major goals of the engine is to support creation of very complex animation seqences with high degree of animation execution control. The main animation technique used in the engine is skeletal animation and some variants of this technique are already implemented within, but it was never meant to be skeletal animation only engine and is designed that way.
Fusion of Procedural and Keyframe Animation
Klement, Martin ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.

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