National Repository of Grey Literature 24 records found  beginprevious15 - 24  jump to record: Search took 0.00 seconds. 
Simulation nd 3D Visualisation of Billiards
Luner, Radek ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
This work deals with the problem of creating billiard simulator. It explains basic physic notions required for designing physical system. Describes basic scheme of general simulator and its implementation.
Simulation and 3D Visualisation of Switchback
Ondrůj, Daniel ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
The goal of this bachelor's thesis is simulation and visualization of switchback. Concretely simulation of forces actuating on motion of switchback vagon on the track. And visualization of these forces and whole scene with the switchback too. Grafical part is created by graphical toolkit OpenSceneGraph which support design the scene with tree structure. And it meens we can use single objects to make the scene tree. The program implementation is in C++.
Collaborative Interaction among Users in Virtual 3D Scene
Tóth, Michal ; Beran, Vítězslav (referee) ; Pečiva, Jan (advisor)
The goal of this bachelor's thesis was to get familiarized with graphical library OpenSceneGraph, windowing library Qt and possibilities of network communication. And to demonstrate possibilities of these libraries on simple application. Basic traits of used libraries and tools are explained to the reader. Design and implementation of application -- network game are descriped later in thesis.
Raytracing of Virtual Graphics Scenes
Kendra, Matej ; Kučiš, Michal (referee) ; Pečiva, Jan (advisor)
The goal of this work was to learn OpenSceneGraph library and algorithms of raytracing methods. Then, from these knowledge, create an aplication for displaying a scene via accelerating and raytracing method targeted on reecting surfaces.
Advanced Rendering in OpenSceneGraph Library
Ondruška, Jiří ; Přibyl, Jaroslav (referee) ; Švub, Miroslav (advisor)
This bachelor's thesis presents OpenSceneGraph library and its use with shaders written in OpenGL Shading Language. First of all it presents the basics of GLSL. Next chapter introduces the basics of OpenSceneGraph library. Following chapters are about different shaders. First is vertex displacement mapping, followed by cartooning and the last one is water surface.
Stereometry Presentation Software
Kroupa, Ondřej ; Švub, Miroslav (referee) ; Štancl, Vít (advisor)
The application to promote and support learning of mathematics on a secondary school level in the area of stereometrical effect and in a field of problems illustrated with the help of anaglyphs.
Tooth Clasification on Jaw 3D Polygonal Model
Hulík, Rostislav ; Španěl, Michal (referee) ; Kršek, Přemysl (advisor)
This document discusses a solution for tooth classification on 3D jaw polygonal model. Sequentially, I describe techniques for representation and browsing of polygonal model saved in computer memory, techniques for dental curve detection and finally, creation of surface representing approximated tooth plane. After it, I analyze possibilities of height map creation from jaw model which helps in tooth classification in the scope of entire dental curve context and, as a last step, final detection of these teeth in two dimensions. In the same time, I discuss 3D polygonal model segmentation for border extraction, which separates teeth from the rest of the model. In the end of proposed algorithm, I join these two runs into one final detection and classification process of separate teeth, so presented application can automatically indentify and classify teeth to corresponding names and positions with a minimum user interaction. In a second half of this document, I describe implemented solution. According to primary goal, I propose these techniques forcefully to multiplatform approach and maximal user comfort.
Rendering of Shadows in Graphics Scenes Using Shadow Volumes
Starka, Tomáš ; Herout, Adam (referee) ; Pečiva, Jan (advisor)
This work concerns itself with choosen methods of shadows in computer graphics. In short it discuses both shadow maps and shadow volumes, with their advantages and disadvantages. Then it employs itself on shadow volumes and their implementation utilizing Open Scene Graph toolkit. It deals with z-pass and z-fail methods and some possible optimizations. Moreover, it contains measuring of FPS and comparison of fill consumption of the scene and shadow volumes on various scenes.
Physical Simulation in Graphics Scene
Javorka, Marián ; Herout, Adam (referee) ; Pečiva, Jan (advisor)
This master's thesis deals with physical simulation of cars. Program is implemented in C++ using OpenSceneGraph and Bullet libraries, which are shortly introduced. The application is implemented as simple racing game for one or two players. Using a simple menu, the user can select a car and the weather, which dramatically affects the handling characteristics of vehicles. Setting weather to random is one of the options leading to a dynamic weather changes during the game. The application takes into account collisions among cars and collisions with the terrain and bars on a racing circuit.
Raytracing of Virtual Graphics Scenes
Rypák, Andrej ; Havel, Jiří (referee) ; Pečiva, Jan (advisor)
This thesis is dedicated to ray tracing based rendering methods, primarily the original ray tracing. Besides introducing a brief historical overview of algorithms from the family, it presents all the essential tools, techniques and physics needed for designing a rendering application in detail. A significant part of the document consists of an implementation of a photorealistic rendering application for interactive graphics 3D virtual scenes. The focus is on rendering without using any additional model information. The thesis includes descriptions and explanations of specific problems and their solutions.

National Repository of Grey Literature : 24 records found   beginprevious15 - 24  jump to record:
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