National Repository of Grey Literature 105 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
Procedural Generation of Cities
Hamerník, Pavel ; Beran, Vítězslav (referee) ; Polok, Lukáš (advisor)
My bachelor thesis covers studying methods of procedural generation of terrains, cities and interiors. First the most common techniques of procedural generation are discussed, then more useable techniques for procedural generation of terrain and cities. With the assistance of these methods and practices i endevour to make a 3D application that simulates generation of world, which consists of terrain and city. Application generates different urban scenes based on input integer value.
Procedural Vegetation Generation
Zuzaňák, Ondřej ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
This Bachelor's thesis deals with procedural generation of vegetation using L-systems. It represents procedural generation as a means for creating models of plants. Describes the different types of L-systems and its use in computer graphics. The functional output of this work is to implement an algorithm for generating models of plants in 3D space. The result is visualized using the OpenGL graphics library.
Animated Underwater Skybox Using OpenGL
Lagová, Lenka ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with the solution of animated underwater skybox using OpenGL. The work contains an introduction to OpenGL, describes graphic techniques which are used for rendering and describes methods for procedural generating of objects and textures.
Graphics Intro 64kB Using OpenGL
Peňáz, Martin ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This bachelor’s thesis deals with the solution of graphics intro with limited size of 64kB. The work describes methods used for creation of graphics intro. It deals with procedural generation, compiler settings and final compression by exe packer application.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Volumetric Clouds
Barvíř, Marek ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
Procedural Generation and Simulation of 2D Gaming World
Dubský, Tomáš ; Kocur, Viktor (referee) ; Chlubna, Tomáš (advisor)
Cílem práce je implementace procedurálního generování a simulace dvojdimenzionálního herního světa. Herní svět je tvořen nekonečnou mřížkou malých dlaždic. Tyto dlaždice jsou seskupeny do částí, takže svět je generován a simulován pouze pro ty části, které jsou poblíž hráče. Generovaný terén se skládá z několika biomů a podzemních jeskyní. Kapaliny, plyny nebo třeba růst trávy patří mezi procesy, které jsou simulovány.
Graphics Intro 64kB Using OpenGL
Ptáček, Lukáš ; Havel, Jiří (referee) ; Herout, Adam (advisor)
This work describes problems of creation of graphic intro of limited size. It discusses the design and creation of individual parts of intro. Describes the principle of procedural generation of objects and textures, simple physical simulation with particles, tree and vegetation generating, rendering water surface with reflection and glint and storm rendering. There is also described some processing power optimalizations.
Procedural Track Generator
Ončo, Michael ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis deals with procedural generation of an obstacle course for a game in which the player has to overcome these obstacles. It researches suitable ways of generating such course. Within the scope of this research the thesis studies basic traits of noises and grammars. Furthermore it mainly focuses on grammars, L-systems and their attributes. Output of this bachelor's thesis is an application generating the obstacle course, visualizing its geometry using OpenGL and enabling movement through it.
Procedural Generation of Cities
Bílý, Kristián ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Bachelor thesis is about procedural city generation. It's goal is to design, implement and test application, that is capable of city generation in user's terrain. The work uses L-Systems for generating road network. It also focuses on variation of building models. Final application is capable of city generation. Application properly reacts to user's input. User's input is basic city structure and terrain.

National Repository of Grey Literature : 105 records found   beginprevious21 - 30nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.