National Repository of Grey Literature 117 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
Advanced Rendering Techniques in OpenGL 2.0
Salajka, Vojtěch ; Havel, Jiří (referee) ; Švub, Miroslav (advisor)
This thesis deals with the interactive computer graphics on programmable hardware. The usage of shaders for creation of graphic effects is demonstrated by examples. It is explained how to use OpenGL library and GLSL language for their implementation. A new 3D model format was developed for the purposes of the examples.
BOIDS Method for Swarm Simulation
Burda, Radek ; Král, Jiří (referee) ; Zbořil, František (advisor)
This work primarily deals with C.Reynolds's model of flocking -BOIDS - and uses the model as a basis for creating a swarm simulation. It discusses methods for obstacle avoidance and principle of forces arbitration (flocking rules, obstacle avoidance and goal satisfying) to properly avoid conflicting of behaviours. Furhermore some of other approaches to flocking simulation are mentioned while their pros and cons are taken up. Last but not least proceeding of creating a graphic environment in Blender for demonstrating boids behavior in the final 3D application is described.
A Computer Game to Fight Drought in the Countryside in Unity
Olearčin, Daniel ; Milet, Tomáš (referee) ; Beran, Vítězslav (advisor)
This bachelor's thesis focuses on the design and development of the game in the Unity gaming engine. Game has the task of being educational. The player has the opportunity to familiarize himself with the different circumstances, which result on the profitability of the village and the retention of water in the country. The aim of the game is to map a small village above which it is possible to convert individual fields for other types. With simple models, characteristic calculations and rules, it is possible to monitor the impact of these changes on the profitability of the village and the retention of water in the country.
Procedurally Generated Lens Flare Effect for Blender
Volf, Petr ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Lens flare is an image artefact caused by unintended reflection of light in camera's lens system. The goal of this project is simulation of this phenomena in open source 3D content creation suite Blender. The generated effect is then composited into final image. The project is designed as an add-on. The add-on allows user to customize several parameters to achieve the desired result.
Deep Learning for Medical Image Analysis
Osvald, Martin ; Juránek, Roman (referee) ; Španěl, Michal (advisor)
The goal of this bachelor's thesis is to use the 2D convolutional neural network on the 3D model dataset by multi-view methods. The view is 2D picture of 3D model. The result are Pyqt applications, where is possible to load the 3D model of teeth and predict the location of landmarks and teeth by object segmentation and object detection. During this thesis, an annotation's script was created for the annotation of 3D models for landmarks of teeth and teeth themself. This thesis solves the problem of the small availability of annotated 3D datasets in the medical industry by automating generating binary masks from different views on 3D models.
Architectural visualization in virtual reality
Hložanka, Filip ; Rujbrová, Šárka (referee) ; Reich, Pavel (advisor)
Tato práce se zaměřuje na nynější podobu virtuální reality a její využití v průmyslovém designu a architektuře. Je rozdělená do dvou částí. V první částí je popsána historie virtuální reality včetně fází vývoje a nejpopulárnějších produktů. Dále jsou v ní porovnány současné produkty virtuální reality dostupné pro uživatele spolu s technologiemi pro sledování pohybu uživatele a jeho interakce s virtuálním prostředím. Jsou v ní také vysvětleny problémy při zavádění virtuální reality do pracovního prostředí, a nakonec je uvedeno několik příkladů využití virtuální reality v průmyslu. Druhá část se zaměřuje na jednu z těchto možností využití virtuální reality – architektonickou vizualizaci, přičemž je v ní popsána její evoluce, jsou v ní porovnány softwarové možnosti pro její tvorbu a zobrazování, a nakonec je ukázán příklad přenesení reálné místnosti do virtuální podoby. Závěr se zaměřuje na možnosti rozvoje virtuální reality, výsledky porovnání softwarů pro architektonickou vizualizaci a proces tvorby příkladu vizualizace.
Human Face Mimics
Melicher, Alexander ; Chudý, Peter (referee) ; Jošth, Radovan (advisor)
Bachelor's thesis is concerned with the demonstration of human facial gestures, which has been frequently used in developement of computer games and animated movies. The main brief of work was to create 3D model in open-source graphic software Blender. Subsequently, an application for loading of the created model and displaying the model on the screen was developed using a rendering algorithm. The application allow user to create common facial gestures by simple keyboard control. A technigue for moving the vertices was applied to some delimited areas on the face.
A Computer Game to Fight Drought in the Countryside in Unity
Petrjanoš, Dominik ; Milet, Tomáš (referee) ; Beran, Vítězslav (advisor)
The aim of this bachelor's thesis is a design and implementation of an entertaining and educational computer game.  It is a simplified view of the complex issue of climate change. Nowadays we are surrounded by technology more than ever and the idea of bringing the issue of water retention in the landscape to the general public is proposed. The game consists of a map that is divided into game fields of different types and the user can take actions on them that lead to an increase in water retention. During the game the user learns more information about this issue. The Unity game engine was chosen for the implementation. The game object models were created in Blender.
Application Development Using Irrlicht Engine
Balcárek, Daniel ; Krček, Petr (referee) ; Roupec, Jan (advisor)
The main goal of this work is to present graphical development enviroment Irrlicht Engine and is develop a sample application focused on promotion of the Instutute of Automation and Computer Science and Faculty of Mechanical Engineering. The first chapter of this work is focused on history and the most important parts of developing 3D applications of Irrlicht Engine. The 3D applications development using available graphic tools is described in the second part of the thesis.
Creating 3D models supporting Modern computer graphics course
Silber, Marek ; Frenštátský, Petr (referee) ; Rajmic, Pavel (advisor)
This thesis is divided into two parts, where the first part is focused on an overview and work with 3D software at Czech universities, it includes a comparison of the different programs and description of history of Blender programme which was the one chosen as support for teaching the Modern computer graphics course. The second part of the thesis is more focused on practical matters and describes the basic workings of the programme from the first start up, orientation in the different sections and the settings of the work space for the work itself. The thesis details basic transformation commands of change of location, rotation and change of scale of objects and editing commands like copying, deleting, hiding and duplication of individual objects including their theoretical descriptions. Work with lightings continues after the transformation commands including practical examples of different types of lighting. Work with materials and textures is described in the last two chapters. The goal of this thesis is to describe how to work with the Blender programme and basic work with objects and assigning individual materials and textures for objects and the lighting in a scene for people unfamiliar with the programme.

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