National Repository of Grey Literature 28 records found  beginprevious19 - 28  jump to record: Search took 0.01 seconds. 
Image Segmentation Using Height Maps
Zahrádka, Jiří ; Švub, Miroslav (referee) ; Španěl, Michal (advisor)
This bachelors thesis covers an issue of image processing with focus on image segmentation. It summarises and describes the segmentation methods, which using an image as height map. It also includes description of design and realization of program, which is used for Watershed segmentation.
Clouds and Hills Generation Using Fractal Geometry
Tůma, Petr ; Zuzaňák, Jiří (referee) ; Venera, Jiří (advisor)
This work is concerned with generation of landscape objects using fractal geometry. In this work is explained what the fractal is and terms associated with them. The other parts describe basic theoretical ideas and implementation of these algorithms. The Capital theme is generation of models clouds and hills in values of input parameters, their presentation and date media saved there. The project includes my algorithm extension for hills generation of course. At the conclusion of this work are summarized tendencies of next development and my results.
Generating Procedural Terrains
Petlan, Michael ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This thesis deals with algorithms of stochastic generating of height maps. The thesis describes the basic theoretical knowledge and extends it by usage of L-systems for generating a network of rivers. There has been implemented a library of the height map generating algorithms and a demo application within the thesis.
Procedural Forest
Pfudl, Václav ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to generate procedurally a forest (landscape with plants described in text template). Landscape is generated using Perlin noise and the interpret of L-systems was implemented for plants generation purposes. Both these techniques are described in more detail in theory section as well as the implementation section of this thesis. Furthermore, techniques such as phong lightning model, normal-mapping, shadow-mapping, realistic water, skybox and spriting for better realistic look of the scene, are also discussed in this thesis. Implemented application can also be used for the export of generated plant models in format .obj for further use by some extern application (for example Blender).
The Walkthrough Aplication in Large 3D Terrain
Panáček, Petr ; Mikolov, Tomáš (referee) ; Bartoň, Radek (advisor)
Rendering of large terrain is common problem in 3D computer graphics. Even if we have high-tech hardware equipment today, there is still a lot of high computational demand. Therefore new algorithms are developed. These algorithms include level of detail rendering and culling objects in dependence on view of camera. This bachelor thesis describes one of these algorithms and its modifications. Part of the problem is also creation of tiles hierarchy for these algorithms. Result of the thesis is application implemented in OpenSceneGraph.
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.
Realtime Weather in a Landscape Visualisation
Vlček, Adam ; Jošth, Radovan (referee) ; Seeman, Michal (advisor)
Thanks to the increasing computation power the complexity and dynamism of virtual reality is continuously improving. This work aims to examine influences of weather in a landscape and the means to simulate and dynamically visualize them in real time on the current personal computer hardware. The main goal is to find quick well looking approximations rather than a complex physically correct simulation. The work covers using modern programmable GPU not only for visualization but also as a powerful simulation instrument. The main topic is water movement in the terrain and its effects on it like erosion, snow melting and moisture impact on vegetation. This requires dynamic terrain texturing and algorithms supporting fast geometry and normals updates.
Tooth Detection of jaw 3D Computer Polygonal Model
Kantor, Roman ; Hulík, Rostislav (referee) ; Kršek, Přemysl (advisor)
This document discusses a problem of tooth detection on jaw 3D polygonal model. It describes known methods that can be used to reach expected results, such as their advantages and disadvantages. Considering this, I choose one solution that is closely described with all theory needed for its implementation.  
Graphics Intro 64kB Using OpenGL
Hejl, Zdeněk ; Přibyl, Jaroslav (referee) ; Herout, Adam (advisor)
Document describes implementation of the graphical demo with limited size. Described are used minimalistic techniques and the methods of procedurally created textures and both simple and complex 3D objects. There are explained methods for loading, editing and animating objects and ways to create used effects.
Realistic Visualization of Environment in Computer Games
Jozefov, David ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This bachelor thesis shows the basics of landscape rendering in computer games. It explains fundamental principles of computer graphics creation and implementation of the three parts of the landscape - terrain, water surface and the sky. In more detail it describes Brute force and ROAM algorithms for terrain rendering and compares the achieved results of the both of them.

National Repository of Grey Literature : 28 records found   beginprevious19 - 28  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.