National Repository of Grey Literature 57 records found  beginprevious38 - 47next  jump to record: Search took 0.07 seconds. 
Level of Detail for Race Track Rendering
Mohelník, Petr ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This work describes efficient race track rendering using OpenGL. It uses height map for terrain representation. The race track is rendered as polygonal model instanced on a curve using level of detail. An algorithm is proposed for using level of detail in real time even on mobile devices. Among described algorithms are dart throwing, Catmull-Rom spline, edge collapse simplification, view frustum culling. Part of this work is an application demonstrating the designed algorithm.
Operating Data in TerraGear GIS Project
Samia, Michel ; Herout, Adam (referee) ; Hrubý, Martin (advisor)
This thesis is concerned with design and implementation of system for providing, loading and viewing geographical data from TerraGear GIS project with taking advance of SimGear library. System accesses digital terrain model and land cover data saved in Binary TerraGear file format via simple application protocol above TCP/IP and views it by FreeGLUT library.
Interactive 3D Terrain Editor
Hulva, Jiří ; Vanek, Juraj (referee) ; Přibyl, Jaroslav (advisor)
The purpose of this work is to design and implement an interactive 3D terrain editor. The application should be able to create three-dimensional model of a terrain from input data, display it and allow free movement in displayed scene. Users should be provided with tools for editing heightmaps and surface textures. There should be option to load models of objects, like buildings or vegetation and place them on chosen locations.
3D Landscape Rendering with Light-Map
Fadrhonc, Pavel ; Juránek, Roman (referee) ; Venera, Jiří (advisor)
Goal of this thesis is to study methods of realtime 3D landscape rendering and implement simple demonstration program which uses selected algorithm for heightmap and lightmap generation.
Image Segmentation Using Height Maps
Zahrádka, Jiří ; Švub, Miroslav (referee) ; Španěl, Michal (advisor)
This bachelors thesis covers an issue of image processing with focus on image segmentation. It summarises and describes the segmentation methods, which using an image as height map. It also includes description of design and realization of program, which is used for Watershed segmentation.
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.
Landscape Reconstruction from Tourist Map
Tuška, David ; Šilhavá, Jana (referee) ; Španěl, Michal (advisor)
This work deals with problems of digitizing tourist map. The goal of this project is proposal and implementation computer program, which can be able to create heightmap from tourist map. Heightmap is a raster image used to store values of surface elevation. For example heightmaps are widely used in terrain rendering software and modern video games.
Generating Procedural Terrains
Petlan, Michael ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This thesis deals with algorithms of stochastic generating of height maps. The thesis describes the basic theoretical knowledge and extends it by usage of L-systems for generating a network of rivers. There has been implemented a library of the height map generating algorithms and a demo application within the thesis.
Procedural Forest
Pfudl, Václav ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to generate procedurally a forest (landscape with plants described in text template). Landscape is generated using Perlin noise and the interpret of L-systems was implemented for plants generation purposes. Both these techniques are described in more detail in theory section as well as the implementation section of this thesis. Furthermore, techniques such as phong lightning model, normal-mapping, shadow-mapping, realistic water, skybox and spriting for better realistic look of the scene, are also discussed in this thesis. Implemented application can also be used for the export of generated plant models in format .obj for further use by some extern application (for example Blender).
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.

National Repository of Grey Literature : 57 records found   beginprevious38 - 47next  jump to record:
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