National Repository of Grey Literature 33 records found  beginprevious24 - 33  jump to record: Search took 0.00 seconds. 
Vertex and Pixel Shaders for 3D Visualization of grass
Dokoupil, Martin ; Chudý, Peter (referee) ; Kršek, Přemysl (advisor)
This thesis describes the way to create three-dimensional visualization of grass in computer graphic. Contains progress of grass visualization from past to present. Contains shader intro and its use for visualization. Text mention scene graph which has been used for implementation. Text describes three levels of detail and implemetation of waving grass. Text compares frame speed for each level of grass and frame speed for complete visualized grass.
Algorithms for Mesh Simplification
Milata, Václav ; Španěl, Michal (referee) ; Pečiva, Jan (advisor)
The topic of the thesis is using of OpenSceneGraph, tools for LOD and algorithms for mesh simplification. The result is a game prototype and a program for demonstrating algorithms.
Fly over Rugged Planet
Pospíšil, Petr ; Chudý, Peter (referee) ; Jošth, Radovan (advisor)
This thesis deals with a 3D visualization of the Earth´s surface in real time. A significant part is dedicated to the buffering of the large amount of data (a height map and textures of Earth) and its effective reading from hard disk directly to the memory of a graphic card. Individual levels of detail of the Earth´s surface are made by GeoMipMapping. The algorithms "horizon" and "frustum culling" are used, which cut off the hidden parts of the planet. The application of the height data is based on a custom algorithm calculating the data directly in the graphic card, in assistance with its vertex and geometry shaders.
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.
Realistic Landscape with Vegetation
Zelený, Jan ; Jošth, Radovan (referee) ; Hradiš, Michal (advisor)
There is enough rendering power to draw more than only simple indoor scenes today and it can produce very realistic images of landscape with vegetation. Moreover, there are new sophisticated methods for generating of such landscape and simulation of plants ecosystem. This text explains few algorithms for generating and methods for interactive rendering of landscape and vegetation.
Progressive Meshes
Valachová, Michaela ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This thesis introduces a representation of graphical data, progressive meshes, and its fields of usage. The main part of this work is mathematical representation of progressive meshes and the simplification algorithm, which leads to this representation. Examples of changes in progressive mesh representation are also part of this thesis, along with few examples. The result is an application that implements the calculation of the Progressive Meshes model representation
Implementation of WebGL Terrain Visualization Algorithm
Kaláb, Jan ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This master thesis deals with the large terrain rendering in real time using WebGL. The thesis also deals with ways of measuring and representation of terrain height data. The paper also compares several frameworks for WebGL and also describes the practical use of HTML5 technologies such as WebWorkers. Furthermore, it also compares the performance and compatibility of current web browsers with HTML5 technologies.
Terrain LoD Algorithm Implementation
Radil, Přemek ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
Algorithms of Level of Detail in OpenSceneGraph
Hupka, Dušan ; Milet, Tomáš (referee) ; Pečiva, Jan (advisor)
Present graphic requires a lot of optimizations of rendering techniques and mathematical calculations. It is caused by increased requirements of scene's visualization. One of scene's optimizing techniques is the Level of detail. This thesis is focused on methods used by LOD in OpenSceneGraph and OpenGL library. Next it will be described how to choose the right level of detail in a scene. Later it will be explained how to simplify 3D models. These techniques will be implemented in converting tool and demonstrating application. Methods for simplify 3D models will be tested for their speed and quality.
Algorithms for Objects Simplification
Schulz, Roman ; Štancl, Vít (referee) ; Šiler, Ondřej (advisor)
VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ The purpose of this work is to design and implement a computer system, which should be used for simplification of a polygonal models in 3D space. The system should be allowed to reduce a given number of geometrical primitives from source object. User should have impact to the reducing process by selecting a method, size of target object etc. System uses 3DS file format for model loading and saving. Reader should understand principles of the polygon reduction and used algorithms.

National Repository of Grey Literature : 33 records found   beginprevious24 - 33  jump to record:
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