National Repository of Grey Literature 54 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
Creation and Demonstration of Assets for VR Application
Zouhar, Marek ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with the concept of virtual reality, its history, present-day possibilities and available devices and technologies for virtual reality and ways of creating assets such as models, textures and animations for virtual reality applications. The practical part of this work deals with design and creation of three-dimensional models, textures, animations and environment for use in interactive application in virtual reality and also with design and creation of such application to demonstrate their use.
Interactive Building Game with OpenGL
Klepáčková, Karolína ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
The goal of this thesis is implementation of interactive LEGO like building game using OpenGL. Aplication allows to create models using bricks which color and type can be changed. Created models can be saved or loaded. Each brick of a designed model has its own combnation of type and color. The output is number of bricks of each combination which occurs in application. This enables to realize the designed model. The final implementation is realized via C++ programming language extended with libraries.
Shadow Techniques on Contemporary Hardware and Their Comparison
Tóth, Michal ; Polok, Lukáš (referee) ; Pečiva, Jan (advisor)
This master's project focuses on basic techniques of creating shadows in 3D computer graphics. Two basic techniques are compared. Those are shadow maps and shadow volumes. Another technique combining previouse two is proposed.
3D Puzzle Game Based on Space Deformation
Joščák, Juraj ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This thesis focuses on global deformation of 3D geometry and using it in a videogame. The aim is to explore different methods for deformation of geometry in real time, consider their usability in context of a videogame, and solve specific problems, which can arise while developing such game. This knowledge is then used to implemennt the game in C++ programming language using OpenGL graphics library.
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.
Comparison of Shadow Methods
Kiss, Marcel ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This thesis talks about comparison of shadow casting techniques within a scene. In the theoretical part, it describes and compares possible solutions of shadow casting and more detailed about Shadow Mapping and Shadow Volumes, which are among the most commonly used real-time shadowing techniques. The main part is about design and implementation of these two shadow methods using the OpenGL library. In the measurement part it compares methods based on measured values. The outcome of my measurements can be found in the final part of my thesis.
Voxel Cone Tracing
Pracuch, Michal ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with the global illumination in the scene by using Voxel Cone Tracing method. It is based on the voxelization of a triangle mesh scene. The voxels can be stored to a full regular 3D grid (texture) or to the hierarchic Sparse Voxel Octree for saving of the memory space. This voxel representation is further used for computations of the global indirect illumination in real time within normal triangle mesh scenes for more realistic final image. Values from the voxels are obtained by tracing cones from the pixels which we want to get illumination for.
Strategy for Game Systems
Švestka, Marek ; Tóth, Michal (referee) ; Zemčík, Pavel (advisor)
This thesis resolves the artificial intelligence representation in computer games. The goal was to find it's suitable interpretation methods. The issue was solved with "map"implementation, which is the n-dimension matrix holding the information about current game state for the concrete player. There were various types of these matrixes used in this thesis. Furthermore was designed a way to evolve computer opponents during the gameplay and created an algorithm, that gives the idea of the space in which it is located. Benefit from this thesis is a solution that makes artificial adversary close to human gameplay behavior. The outcome could also be used in simulators for military battles in real world.

National Repository of Grey Literature : 54 records found   previous11 - 20nextend  jump to record:
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