National Repository of Grey Literature 105 records found  beginprevious85 - 94nextend  jump to record: Search took 0.01 seconds. 
Graphics Intro 64kB Using OpenGL
Minařík, Antonín ; Matýšek, Michal (referee) ; Herout, Adam (advisor)
This thesis deals with creating a graphics intro, which's size has to be below 64~kB. Described and used techniques includes: Phong reflection model, fog, skybox, generating textures from noise and shadow mapping. Intro is placed in a city and techniques of generating elements of the city are described. In addition, there are described methods for reducing file size and system for camera animation.
Survival Game in Procedurally Generated World
Macháček, Luboš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
Project is about developing a 3D computer game using procedural generation for game world creation. The development includes a game engine which powers the game. Various experimental approaches and mechanics are used during the development to find out their usability in practice.
Graphics Intro 64kB Using OpenGL
Marek, Jan ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis deals with the creation of a graphics intro with a limited size. It deals with methods used for its creation. The thesis describes methods used for reduction of size of executable files. Among them for example the use of prcedural generation and the use of exe packers. The created graphics intro has a size smaller than 64 kB.
Procedural Generation of Cities
Hamerník, Pavel ; Beran, Vítězslav (referee) ; Polok, Lukáš (advisor)
This work is about procedural generation of cities. There are defined the different stages of city generation 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 input random seed.
Automated Generation of Realistic Terrain Using Machine Learning Techniques
Střelský, Jakub ; Surynek, Pavel (advisor) ; Holan, Tomáš (referee)
Title: Automated Generation of Realistic Terrain Using Machine Learning Tech- niques Author: Jakub Střelský Department: Department of Theoretical Computer Science and Mathematical Logic Supervisor: RNDr. Pavel Surynek, Ph.D., Department of Theoretical Computer Science and Mathematical Logic Abstract: Artificial terrain is important component of computer games, simulati- ons and films. Manual terrain creation can be arduous process, hence automa- tization of this process would be convenient in many cases. Thanks to current advances in employing artifical neural networks on various generative tasks, the possibility of generating terrain using artificial neural networks should be investi- gated. We will focus on Generative Adversarial Networks as it is one of the most successful content generation method, and we will adjust this method to the task of artificial terrain generation. Resulting model is capable of generating realistic terrain based on raster sketch given by user and allows interactive modelling. Disadvantage of the model is it's requirement of a lot of training data. However, thanks to global elevation datasets providing us with more than enough training data, the model could be useful in certain applications. Keywords: procedural generation, terrain, neural networks, deep learning 1
Procedural Architecture
Roreček, Pavel ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describes implementation of library used for procedural generating of architecture. The thesis describes way of handling input files containing rules and symbols. Generated model is shown using visual application that uses OpenGL library and the model can be exported.
Generating of Voxel Scenes
Venhoda, Lukáš ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This batcherlor's thesis deals with the implementation of application, which generates voxel scenes that can be edited, or saved to a file. The work describes generating of terrain by using Perlin noise, converting voxel list to Sparse Voxel Octree structure, and a method of editing of this structure with picking voxels by using ray picking algorithm.
Graphics Intro 64kB Using OpenGL
Růžička, Jiří ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This work describes problem of creation graphic intros with limited size. It describes its creation and discusses the methods and procedures which characterize graphic intros. Main theme is about generation of procedural textures and models, animations, creation of static and dynamic textures and particle systems. 
3D Game Using OpenGL and Music Analysis
Baranovičová, Hana ; Polok, Lukáš (referee) ; Milet, Tomáš (advisor)
This thesis focuses on analysis of music signal and using it in the game. The aim is to demonstrate the possibilities for analysis of music, which are practically applicable in creating games based on the that analysis, procedural ways of generating graphical visualisation of music and use of knowledge to create this type of games.
Procedural Generation of City Topology
Zvěřina, Lukáš ; Navrátil, Jan (referee) ; Láník, Aleš (advisor)
This bachelor's thesis is about problematique of procedural modeling. It especially tatgets procedural generation of city topology, using fractal geometry, rewriting gramatics using L-systems, OpenGL library for displaying scene and detailed description of approaches in texturing, lighting and other graphics effects.

National Repository of Grey Literature : 105 records found   beginprevious85 - 94nextend  jump to record:
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