National Repository of Grey Literature 35 records found  beginprevious26 - 35  jump to record: Search took 0.02 seconds. 
Procedurally Generated City
Pazdera, Radek ; Nečas, Ondřej (referee) ; Kajan, Rudolf (advisor)
This bachelor's thesis covers procedural generation of cities. It explores various existing systems that allow procedural generation of large urban areas. Some of the used approaches in this area are later discussed and explained. This thesis also describes design, implementation and testing of an open-source system for procedural generation of cities, which is based on the discussed techniques. The system consists of libcity library and a demo application OgreCity. At the end of this thesis is the current implementation evaluated and a few possible extensions are proposed.
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.
Generator of 3D Objects Based on L-Systems
Kvita, Jakub ; Solár, Peter (referee) ; Vrábel, Lukáš (advisor)
The aim of this bachelor thesis was to create an interactive system for generating 3D models. The generator is based on L-systems as a kind of formal grammars and turtle graphics for 3D modeling. The application was created in Java SE using JOGL library as access point for OpenGL and rendering. The thesis analyze the theoretical basis of L-systems, turtle graphics and rendering 3D objects and then describes creation of application using the acquired knowledge.
Graphics Demo with Inverse Kinematics
Kárníková, Pavlína ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This work deals with the creation of a graphic demo with the use of inverse kinematics. It explains the motivations that led to the creation of the demo; it briefly mentions the history of the demo as well as the principles of animation. It describes in detail the fundamentals of inverse kinematics as well as the terminology needed for the understanding of inverse kinematics. It also includes some selected algorithms. The issue of inverse kinematics is further developed in the part of the work where the principles of skinning are being described. The principles of the collision detection are also mentioned here. The conclusion consists of a detailed explanation of some of the techniques used in graphic demo, such as the L-systems or procedural textures.
Graphics Intro 64kB Using OpenGL
Burkot, Martin ; Polok, Lukáš (referee) ; Herout, Adam (advisor)
This thesis deals with the creation of minimal graphics intro. Intro size is not extending 64kB. The base of the intro is procedurally generated terrain supplemented with procedural vegetation and texture representing clouds. It also has terrain texture and imported 3D models. As background music is music playing.
Generating 3D Trees Based on Real Images
Kubiš, František ; Polok, Lukáš (referee) ; Szentandrási, István (advisor)
Master's thesis studies the possibilities of generating 3D trees using variety of methods including context-free grammars and L-systems. Master's thesis also includes chapter on evolutionary and genetic algorithms, which briefly summarize their function. In this project genetic algorithm which takes 2D image of tree and the beginning of its trunk is proposed. Based on this information it will generate 3D tree which is visually close to the original image. In addition to methods of generating trees, reader will get information about processing input image and designing test application.
Level Generator for Game in Unity
Dražka, Jakub ; Zachariáš, Michal (referee) ; Kajan, Rudolf (advisor)
This paper broods over a subject of automated generation of game levels in the Unity engine, namely the generation of mazes and generation of environment using L-systems. It also describes some of the major components and principles of the Unity engine. On the basis of these data have been created and described two automated generators of game levels as well as a 3D computer game that uses these generators.
Procedurally Generated City
Hájíček, Lukáš ; Polok, Lukáš (referee) ; Šolony, Marek (advisor)
This work is about procedural generation of cities. There are defined the different stages of city development and existing methods used to achieve them. The following describes the procedures used to implement a system capable of generating cities. The resulting generator is able to generate cities based on given parameters such as density of streets.
Mathematical methods of morphology modelling of coniferous trees
Janoutová, Růžena ; Štarha, Pavel (referee) ; Martišek, Dalibor (advisor)
The thesis was focused on creation of a coniferous tree by nondestructive method allowing description of structure of adult spruce trees. After processing provided data we created a model of L-system which creates a tree branch. Thereafter, a Python script generated parameters which were required for the creation of the model of the tree in graphical software Blender. Model of coniferous tree was sucesfully generated. Its memory requirements are high but for our purposes this is not an essential problem.
Mathematical modelling with L-systems
Janoutová, Růžena ; Procházková, Jana (referee) ; Martišek, Dalibor (advisor)
This work deals with L-systems and their practical utilization. The work can be devided into two parts - theoretical and applied. In the theoretical part, i.e. in the first chapter, the L-systems are discussed. There can be found their introduction and classification. Apllied part includes second and third chapter. Second chapter contains review of L-system's utilization and third chapter is dedicated to program attached to this work, his description and manual.

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