National Repository of Grey Literature 122 records found  beginprevious14 - 23nextend  jump to record: Search took 0.00 seconds. 
Collision Detection Library
Chlubna, Tomáš ; Španěl, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the problem of detecting collisions of nontrivial polygonal models in three-dimensional space. In general, there are methods describing how to mathematically express and calculate such collisions. However, such methods are usually unsuitable for usage in information technology due to the performance and memory requirements. It is also necessary to work with the discrete time that is not present in the real world. That brings the need to implement algorithms that are not only able to detect the collisions in a specific point in time, but also to predict them according to the available data about the movement of the objects in the scene. The solution uses game development and physics simulations techniques. Therefore, this works describes some optimization techniques as well as suitable scene representation formats and GPU rendering mechanisms.
Mobile Application "Paramedic doggy" - Unexpected Cardiac Arrest
Dudová, Nikol ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
This bachelor thesis contains the design and development of a mobile educational application for children from 8 to 11 years. The aim of the game is to teach children to provide first aid in the event of unexpected cardiac arrest of an adult. The aim of this work is to lay the theoretical foundations for the development of mobile games and providing first aid. Subsequently, selected technologies are used in practice when designing and developing the game.
Training Intelligent Agents in Unity Game Engine
Vaculík, Jan ; Chlubna, Tomáš (referee) ; Matýšek, Michal (advisor)
The goal of this work is to design applications, which demonstrate the power of machine learning in video games. To achieve this goal, this work uses the ML-Agents toolkit, which allows the creation of intelligent agents in the Unity Game Engine. Furthermore, a series of experiments showing the properties and flexibility of intelligent agents in several real-time scenarios is presented. To train the agents, the toolkit uses reinforcement learning and imitation learning algorithms.
Innovative Game Demo in Unity
Schneider, Michael ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is a development of innovative game demo in the Unity engine. In the thesis is description of the most important systems of this engine. At the same time, the development of innovative concept is described. It is implemented as a demo and implementation of it is also discussed here. Part of the demo is editor, which allows to create new levels. The innovative concept of demo is to use energy transformations to successfully solve levels.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Data Visualization Blender Add-On
Doležal, Zdeněk ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
With growing interest in visualisation techniques, possibility to extend existing 3D computer graphics software by visualisation tools arises. Thesis deals with theory of data visualisation in general, selection of suitable visualisations, design, creation and publication of an data visualisation add-on for the open-source software Blender. Thanks to this work Blender is extended using its Python API by an interface used for data loading and commonly used charts generation. The published implementation was evaluated by user survey and it is available open-source.
Brittle Body Simulation
Chlubna, Tomáš ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
Brittle bodies differ from the rigid ones in the possibility of shattering into small pieces according to the laws of physics. The brittle body simulation therefore uses principles of a general rigid body simulation and requires solutions to the other problems related to object decomposition into fragments and involving these fragments of the original object in the simulation. Description and evaluation of the possible solutions to this problem and a proposal with a reference implementation of such simulation are the goals of this thesis.
Procedural Generation and Simulation of 2D Gaming World
Dubský, Tomáš ; Kocur, Viktor (referee) ; Chlubna, Tomáš (advisor)
Cílem práce je implementace procedurálního generování a simulace dvojdimenzionálního herního světa. Herní svět je tvořen nekonečnou mřížkou malých dlaždic. Tyto dlaždice jsou seskupeny do částí, takže svět je generován a simulován pouze pro ty části, které jsou poblíž hráče. Generovaný terén se skládá z několika biomů a podzemních jeskyní. Kapaliny, plyny nebo třeba růst trávy patří mezi procesy, které jsou simulovány.
Graphics Intro 64kB Using OpenGL
Hanko, Zdenko ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor thesis describes the process of making graphical intro, where the executable file on the output is within 64kB. For it's creation an OpenGL is used together with various methods designated for similar problems. The result is a graphical scene, which shows a village surrounded by walls and towers. The final demo is not larger than 64kB.
Tool to Design and Optimize Schedule
Málek, Jakub ; Chlubna, Tomáš (referee) ; Beran, Vítězslav (advisor)
This thesis deals with the creation of a web application for scouting courses, which should simplify the work of generating timetables for the final competency verification. The work includes the study of modern web technologies for creating web services, genetic algorithms, the design of a graphical interface that allows users to input data for generating schedules and the final evaluation of the resulting application.

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