National Repository of Grey Literature 64 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Differential and Common Mode Conducted Emissions Measurement
Matýsek, Michal ; Soldán, Josef (referee) ; Dřínovský, Jiří (advisor)
This work deals with interfering signals and noises, possibilities of their measurement, their reduction and afterwards with design of LISN. The theoretical part analyzes formation of interfering signals, their types, with possible measuring instruments for each type of these signals and their properties. In framework of practical part LISN for long-term load of 5A, frequency range from 150 kHz to 30 MHz, with possibility to measure symmetrical and asymmetrical noise separately and also with possibility to switch to normal mode of LISN was developed. For better results LISN was realized as two stage LC filter.
Real-Time Photorealistic Rendering of Voxel Scenes
Flajšingr, Petr ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
The subject of this thesis is an implementation of realistic rendering of voxel scenes using a graphics card. This work explains the fundamentals of realistic rendering and voxel representation of visual data. It also presents selected hierarchical structures usable for acceleration and describes the desing of a solution focusing on the representation of voxel data and their rendering. The thesis describes libraries created as part of the project and algorithms. It also evaluates time and memory requirements of the application along with graphical output.
Complex Scene Rendering on Mobile Devices
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.
Artificial Intelligence for Strategy Games
Ščevik, Ľuboš ; Herout, Adam (referee) ; Matýšek, Michal (advisor)
This bachelor thesis deals with artificial intelligence for strategy games. To be able to demonstrate the AI, I also created a 2D real-time strategy game. The Monte Carlo method played a part in the creation of this AI. It started by generating plans for the AI, then plans for its opponent. It used these plans during the simulations of battles. In the end it chose the most effective plan, which was then implemented in the game. The game, along with artificial intelligence, was created in the Unity game engine.
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (referee) ; Matýšek, Michal (advisor)
Tato práce popisuje způsob implementace volumetrického terénu s důrazem na modifikovatelnost v reálném čase. Použitá datová struktura je bitové pole - materiál terénu není potřeba ukládat, takže pro uložení každého vzorku stačí jeden bit. Textura je odvozována na základě sklonu terénu. Vizualizace se provádí převodem na povrchovou reprezentaci pomocí algoritmu pochodující kostky a následným zobrazením polygonové sítě pomocí vykreslovacího řetězce. Terén i textura jsou generovány procedurálně. Pro rozrušení poměrně pravidelného povrchu je použit displacement mapping a teselace. Jemnější detaily jsou získány pomocí bump mappingu. Pro dynamické stíny je použit shadow mapping.
Boolean Operations for Polygonal Meshes
Čižmarik, Roman ; Matýšek, Michal (referee) ; Španěl, Michal (advisor)
The aim of this work is to create a library for Boolean operations on 3D polygonal meshes. Resulting library has to support open models, its memory requirements shouldn't exceed those of existing solutions and it should, ideally, support multiple models. Most of the existing solutions are vulnerable to arithmetic inaccuracies, or do not support open meshes. The solution is based on Adaptive Mesh Booleans method which treats input models as adaptive surfaces. This method assumes that input models can be arbitrarily refined and no individual polygon is particularly important. Instead of computing exact polygon intersections, the input meshes are refined in intersection regions, intersecting polygons are discarded and created holes are closed. Advantages of this approach are robustness against numerical errors, support for open meshes, possibility to trade accuracy for computation time and ability to solve cases like co-planar and near-coincident regions. The resulting library offers three Boolean operations: union, difference and intersection.
Adaptive Level of Detail for Planet Rendering
Moravec, Matěj ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis is focused on real time planet rendering with adaptive level of terain detail in Unity engine. Chunked LOD algorithm is modified and used for adaptive change of level of detail. Intancing is used for efective data rendering. Graphic card is used for creating planet geometry with heightmaps and there is also tessellation used for gradual morfing of level change of detail.
Generating and Rendering of Large Voxel-Based Scenes
Čejchan, Daniel ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Hybrid Raytracing in DXR
Polášek, Tomáš ; Matýšek, Michal (referee) ; Kobrtek, Jozef (advisor)
The goal of this thesis is to evaluate the usability of hardware accelerated ray tracing in near-future rendering engines. Specifically, DirectX Ray Tracing API and Nvidia Turing architecture are being examined. Design and implementation of a hybrid rendering engine with support for hardware accelerated ray tracing is included and used in implementation of frequently used graphical effects -- hard and soft shadows, reflections, and Ambient Occlusion. The assessment is made in terms of difficulty of integration into a rendering engine, performance of the resulting system and suitability of implementation of chosen graphical effects. Performance parameters -- including number of rays cast per second, time to build acceleration structures and computation time on the GPU -- are tested and discussed.

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