National Repository of Grey Literature 40 records found  beginprevious31 - 40  jump to record: Search took 0.01 seconds. 
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 Application in Python Using OpenGL
Szentandrási, István ; Kršek, Přemysl (referee) ; Navrátil, Jan (advisor)
The aim of this work was to study the possibilities of the Python programming language in computer graphics and to determine its competence in this field. To achieve this the cross platform Python binding to OpenGL and related APIs, PyOpenGL was used to create a demo, and compare it in many ways to an implementation of the demo using the standard OpenGL C API. As the result Python was found in average twice as slow as the alternative C~demo and using much more CPU~load. Because of this fact PyOpenGL is not advisable in professional applications. On the other hand Python has an extensive standard library, very useful specialized libraries, simpler syntax, which makes it ideal to use in education.
Graphics Intro 64kB Using OpenGL
Fiala, Petr ; Mikolov, Tomáš (referee) ; Herout, Adam (advisor)
This bachelor's thesis describes issues of making graphics intro with limited size below 64kB. It contains short introduction to OpenGL, analyses techniques and procedures to reach required small sized application, from compiler settings, procedural texture and model generation to final compression by exe packer application.
Particle Systems in Computer Games
Zachariáš, Michal ; Štancl, Vít (referee) ; Mikolov, Tomáš (advisor)
Aim of this bachelor thesis is to explain issue of particle systems, their history and today's trend, which more and more tends to acceleration using GPU of graphical adapters, to the reader. Furthermore it describes design and implementation of particle system to minimize number of computational operations needed to simulate behavior of particles.
Physical Simulation in Computer Games
Dočkal, Jiří ; Havel, Jiří (referee) ; Herout, Adam (advisor)
The thesis is concerned with modern game engines, focusing on physical simulation and particle systems. It offers usable architectures overview for a game engine development. The thesis provides characteristic to the most essential game engine's logical modules as scene graph, resource management or rendering. Today's tools used for physical simulation in games are also described. Main part of the thesis concentrates on design and implementation of its own C3D game engine which exploits capabilities of the NVIDIA PhysX physical engine. The thesis includes modern techniques rising from author's gained experience.
Scene Rendering in Modern Computer Games
Wilczák, Martin ; Šolony, Marek (referee) ; Kajan, Rudolf (advisor)
This thesis describes methods for lighting calculations of large scenes used in modern computer games. Forward shading and deferred shading methods are discussed and compared. Capabilities of raytracing are shortly described. There are some information about various methods for casting shadows, simulation of particle systems and applying post-processing effects. In the end there is a design of architecture for rendering complex scenes with use of XNA and description of implementation used in resulting game.
Fluid Simulation
Štambachr, Jakub ; Polok, Lukáš (referee) ; Jošth, Radovan (advisor)
This diploma thesis addresses the problem of liquid and gas simulation, it particularly deals with computer simulation of flow of viscous newtonian liquids with a free surface. A main goal of this work is to create an efficient simulation model, utilizing the benefits of current GPU parallel architecture for general-purpose computing. I chose to implement Smoothed Particle Hydrodynamics, a lagrangian particle-based method. A significant portion of this thesis consists of speed analysis of the implemented algorithm, comparison with other authors' achievements in the field and a demonstration of benefits brought by GPU involvement in the computation. As an output of the thesis I present an interactive computer program that allows for real-time simulation (and visualization) of water-like fluids.
Realistic Model of the Sky
Brtník, Jan ; Herout, Adam (referee) ; Beran, Vítězslav (advisor)
The simulation of natural phenomena such as clouds, smoke, fire and water is one of the most important research areas in computer graphics. Clouds are an essential component of any outdoor virtual environment, they add an important element of visual detail without which the environment would feel unrealistic. This paper describes an approach for setting up a cloud simulation. Clouds in our system are modeled using cellular automaton. To accelerate the simulation and its visualization, we implement both  entirely on programmable floating-point graphics hardware. The main part of the algorithm is implemented in a fragment shader and therefore takes full advantage of the highly parallel structure. The algorithm can generate result at real-time or near real-time frame rates. We also simulate the interaction of clouds with light, including self-shadowing.
Simulation of Fluids
Životský, Tomáš ; Navrátil, Jan (referee) ; Horváth, Zsolt (advisor)
This thesis describes simulation and visualization of uids by di erent methods for calculation of real behaviour. The core of this thesis consists of methods working with real-time simulation.
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.

National Repository of Grey Literature : 40 records found   beginprevious31 - 40  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.