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Scene Analysis Based on the 2D Images
Hejtmánek, Martin ; Drahanský, Martin (referee) ; Orság, Filip (advisor)
This thesis deals with an object surface analysis in a simple scene represented by two-dimensional raster image. It summarizes the most common methods used within this branch of information technology and explains both their advantages and drawbacks. It introduces the design of an surface profile analysis algorithm based on the lighting analysis using knowledge and experiences from previous work. It contains a detailed description of the implemented algorithm and discusses the experimental results. It also brings up options for the possible enhancement of the projected algorithm.
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Visualization of Large Data Sets
Mokroš, Petr ; Chudý, Peter (referee) ; Přibyl, Jaroslav (advisor)
Work is focused on visualization of large data sets, especially on high resolution terrain models. Thus the goal of this work is to design a library which can divide large models to small regular parts for fast render of whole scene using level of detail techniques. Further goal is theoretical analysis how the library for fast and smooth visualization of large scenes in real time can be used.
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GLSL Based Engine
Šlesár, Michal ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Creating a graphical application running on a GPU typically involves configuring the GPU, creating and configuring the required objects, and then implementing the application's behavior itself. The aim of this work is to create a tool that would automate this configuration using the OpenGL application interface. As a result, the user would not have to waste time configuring and could quickly create and prototype graphics applications. In addition, the created tool adds new functionality to the application that is not native or supported on the GPU, such as working with a mouse and keyboard.
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Texture-Based Object Recognition
Wozniak, Jan ; Hradiš, Michal (referee) ; Španěl, Michal (advisor)
This thesis is focused on analysis of texture-based features and classi cation of known objects. The technical report provides basic outline of commonly used texture features and principles of their classifi cation, whereas narrower attention is dedicated to extraction of Local Binary Patterns and Support Vector Machine algorithm based classi er. This work also includes evaluation of attained results by statistical methods Jackkni ng and F-measure.
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3D model of observatory building in Valašské Meziříčí
Dubec, Marek ; Ježek, Jiří (referee) ; Bartoněk, Dalibor (advisor)
The objective of the diploma thesis is creating digital 3D model of observatory building in Valašské Meziříčí. The building is measured by classical geodetic methods. The results of the thesis are the wired model, which is created in MicroStation V8i, and 3D model with textured surfaces, including visualization in form photos and video, which is created in AutoCAD 2018.
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2D Texture Features
Pasáček, Václav ; Šiler, Ondřej (referee) ; Švub, Miroslav (advisor)
Because texture of object is very valuable information in computer vision, it is important to describe it somehow. And for this serve texture features. Optimal selection of features is very important for recognizing texture. In this bachelor thesis were used local binary patterns (LBP) as a method of gaining texture feature. In this method is not its value the texture feature, but histogram of percent occurrence values in the entire texture. To compare histograms there is used Euclidean distance, Bhattacharyya distance or Mahalanobis distance. Main purpose of this thesis is mutually comparing of texture clasification by several variants of LBP and evaluation of their outcomes by Euclidean distance, Bhattacharyya distance or Mahalanobis distance.
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Multiplayer Computer Game
Kudr, Michal ; Herout, Adam (referee) ; Hradiš, Michal (advisor)
My work objective is introduce game programming. It is able to find basic informations about game scene creating, game state changing by user inputs events and simple resolution of multiplayer game in this work. By means of getting knowledge I propose simply multiplayer tank simulator in virtual network environment.
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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.
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Game 128kB Using OpenGL
Kačur, Vladimír ; Kučiš, Michal (referee) ; Milet, Tomáš (advisor)
Bachelor thesis deal with creation of the game with limited memory space. It describes methods for reducing the size of the final application. Main part of the thesis describes methods for generating graphic content, as well as movement and interactions within it. It also deals with making of textures and terrain.
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