National Repository of Grey Literature 198 records found  beginprevious175 - 184nextend  jump to record: Search took 0.02 seconds. 
Graphics Intro 64kB Using OpenGL
Gunia, Pavel ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This work deals with the phenomenon of graphic intros, a digital graffiti of the modern age. The focus is put on size restricted animation of size of the executable file lower than 64 kilobytes. It reveals the main techniques used. Finally, interesting aspects and experiences that came up are discussed, as well as the conclusion and future work proposal.
WaldBoost on GPU
Polok, Lukáš ; Mikolov, Tomáš (referee) ; Hradiš, Michal (advisor)
Image recognition and machine vision in general is quickly evolving field, due boom of cheap and powerful computation technologies. Image recognition has many different applications in wide spectrum of industries, ranging from communications trough security to entertainment. Algorithms for image recognition are still evolving and are often quite computationaly demanding. That is why some of authors deal with implementing the algorithms on specialized hardware accelerators. This work describes implementation of image recognition using the WaldBoost algorithm on the graphic accelerator (GPU) platform.
Techniques of Real-Time Shadow Rendering
Kudlač, Boris ; Španěl, Michal (referee) ; Herout, Adam (advisor)
The goal of this work is to create complete overview about existing techniques for real-time shadow computation in computer graphics. It describes theory of each technique and it's algorithm, as well as implementation details and practical usage. It completely informs about each technique features, problems, extensions, advantages and disadvantages for different situations and asks a question, if there is one all-solving shadow technique suitable for all purposes. In the end, the thesis compares all the techniques in their features, limitations and hardware usage.
Frameless Rendering
Krupička, Vojtěch ; Navrátil, Jan (referee) ; Havel, Jiří (advisor)
This master's thesis deals with the problem of real-time rendering of computer graphics using the method of frameless rendering} as counterpart to the traditional way, which is based on switching between two output buffers. Frameless rendering method is defined and studied in greater depth and its adaptive variant, which delivers better output quality without a~significant reduction of latency, is described in detail. In addition, this thesis describes the implementation of the application which has been developed to demonstrate the principle and functionality of the frameless rendering on the selected scenes. It also includes evaluation of performed tests focused to the output quality.
Dynamic Scene Model for Mobile Robot
Görig, Jan ; Štancl, Vít (referee) ; Španěl, Michal (advisor)
This master's thesis focuses on representation of geometric information about the surrounding environment for robotic systems. Instead of a common point-cloud based representation, an environment model that stores information about objects described by bounding boxes and planes is proposed. These objects can be obtained from trained object detectors, planar surface detectors, etc. processing data from sensors (e.g. RGB-D camera). The information about the objects (position, etc.) stored in the model is constantly changing according to data obtained from detectors. The environment model is implemented as a module for Robot Operating System. To illustrate and visualize features of the model, a demonstration application was also prepared.
Realistic Rendering of Smoke and Clouds
Kopidol, Jan ; Žák, Pavel (referee) ; Jošth, Radovan (advisor)
This work discourses about methods of rendering volumetric data such as clouds or smoke in computer graphics and implementation of this feature to existing application. The first part is summary of techniques and tricks used in computer graphics to display such objects in scene, their pros and cons and the most used techniques of displaying volumetric data. Next part is more closely focused to choosed technique of rendering volumetric data with consideration of light behavior inside the volume (also called participating media) and basic relationships used used in computation. In following part of work there is short list of applications - renderers used to realistic rendering of scene, which are suitable for implementation of selected volumetric data rendering algorithm. Selected application - Blender is describled more deeply including its inner structure, especially rendering engine. Last part of work is dedicated to design, implementation and integration of rendering algorithm itself.
Interactive Human Tissues 3D Modeling by CT/MR Data
Satinský, Tomáš ; Štancl, Vít (referee) ; Kršek, Přemysl (advisor)
This work concerns / deals with theoretical analysis, design and implementation of system for creation three-dimensional computer models of human body tissues. These models will be created by computer tomography (CT) and magnetic resonance (MR) data. Output of medical apparatuses based on these principles is a three-dimensional raster, which is not good for visualization and making real models. For required tissues extraction are used automatic or semiautomatic methods, where is necessary an operation of a specialist. This work is concerned with human body tissues with linear structure such as veins and arteries, nerves, bone canals etc. These structures are problematic recognizable by automatic methods. Therefore is convenient an operation of a specialist, which is adept in human anatomy.
Particle Systems
Synáček, Jan ; Španěl, Michal (referee) ; Juránek, Roman (advisor)
The subject matter of this work is a concept and implementation of an extension of Particle Systems API. The extension provides a means by which it is possible to split a 3D model defined by its boundary representation into pieces with a geometric plane and render them using the particle system being extended. Because all particles are represented as point mass, the existing particle system is also extended to provide a way of representing its particles by their volume. Furthermore, a simple game is created to demonstrate the extension.
Algorithm Acceleration on Larrabee Platform
Veselý, Ivo ; Seeman, Michal (referee) ; Zemčík, Pavel (advisor)
Intel Larrabee is one of the first of fully programmable graphical architectures. Thesis describes this many-core architecture by hardware implementation and programmer's model point of view. Larrabee bets on many complete in-order cores, built over x86 instruction set. Cores contains four hardware threads, each with it's own register file, and new vector processing unit. Vector processing unit together with instruction set extension rapidly increases system performance. New cache modes helps to increase throughput even when irregular data structures. This architecture is not focused only on computer graphics nor image processing, but all parallel tasks. Second part of this text deals with hologram synthesis. Specifically, it brings two new methods for patch of point light sources generation with concrete radiation.
Visualization and Modelling of Molecules and Crystalles
Bubník, Václav ; Chudý, Robert (referee) ; Zemčík, Pavel (advisor)
Aplikace pro vizualizaci a modelování molekul nejsou dosud příliš poznamenány současným hardware vyvinutým pro potřeby počítačových her. Cílem projektu je navrhnout intuitivní rozhraní s novými widgety specializovanými na atomové struktury a vizualizací využívající moderní hardware grafických karet. Důležitou částí je také dosažení vysoké přesnosti modelování, obvykle dostupné pouze u profesionálních CAD programů.

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