National Repository of Grey Literature 103 records found  beginprevious31 - 40nextend  jump to record: Search took 0.01 seconds. 
Java Based Flight Simulator
Hacaj, Marián ; Žák, Pavel (referee) ; Láník, Aleš (advisor)
Thesis describes (compares) two graphics libraries Java Monkey Engine and Java 3D and differences between them. It also describes the implementation of a simple airplane simulator in Java Monkey Engine library.
Set of Simple 3D Games
Vrána, Michal ; Štancl, Vít (referee) ; Pečiva, Jan (advisor)
The objective of this thesis is Open Scene Graph graphic library and its usability in standard practice. More specifically, the goal of this project was creating set of demo applications, tutorials to them and one computer game testing possibilities of Open Scene Graph. Text of this technical report includes description of Open Scene Graph, its comparison to other graphic libraries, description of some techniques used in tutorials and in game, and description of implementation.
Visual Effects in 3D Applications
Duží, Martin ; Zemčík, Pavel (referee) ; Navrátil, Jan (advisor)
This master's thesis deals with the creation of visual effects in 3D graphics applications. Rendering scenes using rasterization method and OpenGL library is assumed. The theoretical part describes several selected effects and then analyzes the approach used for their implementation. It focuses on the principles of rendering passes. Subsequently, the thesis focuses on the development of a software library which aims to simplify the process of programming effects. The resulting library reduces the time and knowledge required for the creation of effects. Automatic shader code generation is performed. Substantial feature is also the possibility to combine definitions of effects into a single unit.
Mobile Application Rendering Digital Elevation Models in Real Time
Hejl, Radim ; Tomešek, Jan (referee) ; Čadík, Martin (advisor)
This bachelor thesis deals with terrain rendering on mobile device in realtime. It focuses on current developement of applications in operating system Android, especially rendering of graphics using OpenGL ES. Based on this information and actual state of existing solutions, there is designed, implemented and tested resulting application, that renders surrounding terrain and navigating in it using sensors of device.
Frameless Rendering
Krupička, Vojtěch ; Navrátil, Jan (referee) ; Havel, Jiří (advisor)
This master's thesis deals with the problem of real-time rendering of computer graphics using the method of frameless rendering} as counterpart to the traditional way, which is based on switching between two output buffers. Frameless rendering method is defined and studied in greater depth and its adaptive variant, which delivers better output quality without a~significant reduction of latency, is described in detail. In addition, this thesis describes the implementation of the application which has been developed to demonstrate the principle and functionality of the frameless rendering on the selected scenes. It also includes evaluation of performed tests focused to the output quality.
Graphical Interface for Board Games on Android Platform
Káčerik, Martin ; Láník, Aleš (referee) ; Polok, Lukáš (advisor)
The bachelor's thesis focuses on visual representation of three-dimensional set-up of board game. It describes the possibilities of the visualization of three-dimensional graphics on the Android platform. It deals with principles of advanced rendering methods. The final outcome of the thesis is Android application, which serves as a manager of modules containing implementation of board games. Games are projected using the ray-tracing algorithm.
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.
Displaying 3D Graphics in Web Browser
Sychra, Tomáš ; Kršek, Přemysl (referee) ; Španěl, Michal (advisor)
This bachelor's thesis deals with display of accelerated 3D graphics in a web browser environment. Existing technologies such as WebGL are presented and discussed. Further, in the second part of the thesis, an application for browsing medical volumetric data is designed and implemented. The application is built with the WebGL technology and Javascript graphics engine called O3D API.
Marketing Strategy Proposal for the Selected Company
Štancl, Jan ; Ulč, Jakub (referee) ; Chlebovský, Vít (advisor)
The thesis deals with the analysis of the 3D graphics market, primarily searching for trends, challenges, opportunities, competition analysis, and market segmentation, but also the analysis of a selected company. This is followed by the selection of suitable segments, setting company goals, and proposing an appropriate marketing strategy, human resource development, strategy implementation, financial costs of the strategy, and evaluation for the selected company.
Realistic methods of generating landscape models through the Unity framework
HEJPLÍK, Daniel
This thesis deals with research and development of a tool capable of automated creation of a virtual environment. Automated terrain generation is a non-trivial problem, the solution of which requires the creation of sophisticated methods that provide the possibility of data parameterization for the needs of the target environment. On the basis of this data, the product (basic terrain) is then processed and its appearance improved to match as much as possible what the real world looks like. To understand these processes, it is necessary to understand how environment is represented in 3D graphics and, consequently, the ways of texturing it. Also for this reason, part of the work is an examination and description of how these procedures work and what are the possibilities of using them. Furthermore, the work examines possibilities for terrain generation from simple spaces based on the generation of random values (perlin noise) to the subsequent improvement of its details. These more complex methods are based on nature-inspired processes (hydraulic erosion).

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