National Repository of Grey Literature 159 records found  beginprevious150 - 159  jump to record: Search took 0.00 seconds. 
Geometry on GPU
Fromek, Daniel ; Ambrož, David (referee) ; Pelikán, Josef (advisor)
Today's GPUs, thanks to their performance and programmability (this property wasn't available until recently), are a promising tool for performing geometric computations in computer graphics. But differences between GPUs and CPUs cause a number of complications when adapting particular algorithms. Some of them are even easier to implement on GPU then on CPU, for others it is more difficult and some of them are totally unsuitable for GPU. This thesis studies ways how to employ GPU in computations regarding some well known types of curves and surfaces. Main focus is on area of subdivision surfaces, which are often used in today's computer graphics modeling, because they are very powerful tool. Part of this thesis is an implementation of algorithm for GPU that constructs subdivision surfaces using Catmull-Clark scheme. Results show us that GPU can perform these computations much faster than CPU, proving GPU to be handful tool when performing computer graphics geometric computations.
Semiadaptive 3D modeling
Kubík, Pavel ; Pelikán, Josef (referee) ; Winkler, Zbyněk (advisor)
In first part of this paper, methods for reducing complexity of building 3D maps are introduced. These methods use predictions about scene properties or special hardware devices for reducing complexity such as a laser range finder, an omnidirection camera or both. Furthermore, an algorithm for creating a reconstructed scene using a camera and robot odometry is presented. The method presupposes moving on a straight floor and an indoor environment. A user can interact with the algorithm and help with creating model or with repairing parts of the model, if they were not satisfactorily created by the automatic algorithm. An interaction also allows to apply the method in various environments, which weren't initially planned. So, the adaptation to the new environment may be done by a user. The output model is exported to the common format for virtual reality VRML. This allows to view the model in e.g. a web browser. The presented method was implemented with a user interface to enable an interaction with the algorithm. The method was tested on data from the real world and the effectiveness of each user's interferences was evaluated.
Painterly animation synthesis
Psotka, František ; Maršálek, Lukáš (referee) ; Pelikán, Josef (advisor)
In this work I study painterly animation synthesis using simulated brush strokes. Painterly animation, as a new artistic form, gives the animator new space and freedom. The aim of the project is to design a framework which could solve this complex task - to put together both the exibility and simplicity with user comfort. This framework should be helpful in further research of artistic and technical potential of painterly animation. Implementation the method of Barbara Meier [4] within this framework results in the application which provides a possibility of creating attractive pieces in brushwork even for less experienced animators.
AnoRaSi - physically-realistic simulator in 3D
Kruták, Andrej ; Pelikán, Josef (referee) ; Tichý, Tomáš (advisor)
AnoRaSi is a program simulating physical environment built of vehicles and the surrounding terrain. This work introduces the reader to techniques used to create this simulator. It explains the need of use of client/server model as the application architecture. Subsequently it describes the way both parts of the model communicate through network interfaces. The destiny of server part of the application is to simulate the world in a physical way. Work describes, how the objects of simulation are created and the way their interaction is achieved. In short it also describes simulated physics attributes of vehicles and also, the way how a race is created from each simulation. Client part enables user to interact with server by presenting him the scene visually and acoustically. Part of this work is showing, how to display the scene and create appropriate sound output.
Modeling of plants using "Point-sprites"
Klecanda, Václav ; Pelikán, Josef (advisor) ; Mráz, František (referee)
In the present work i study possibilities of using elemets of hardware accelerated computer graphics called Point sprites in modeling and rendering of natural objects as trees, bushes, flowers. Next goal of the work is possibility of connecting using Point sprites with one of commonly used technique LoD( Level of Detail) for achieving best effectivity of rendering.
Skeletal Animation
Šebor, Petr ; Pelikán, Josef (advisor) ; Maršálek, Lukáš (referee)
Skeletal animation and spatial optimization of animation data is still an open problem in contemporary computer graphics. The contribution of this work is to provide a functional, effective and easily implementable solution of the optimization problem with the help of the keyframe fitting and approximation by non uniform non rational B-splines with an outlook on what improvements can make this method even more flexible and useful.
Segmentation of neurocranium vessels for CT angiography
Tůma, Tomáš ; Pelikán, Josef (advisor) ; Maršálek, Lukáš (referee)
One of the key tasks involved in processing of CT angiography image data is the vascular system segmentation. The aim is to provide an objective vizualization of acquired data and thus make the diagnostics easier. This work aims at studying the methods used for segmentation of neurocranium vessels and implementing one of the existing algorithms in co-operation with radiodiagnostic department of Na Bulovce faculty hospital.
Nefotorealistické zobrazování v reálném čase
Vondrák, Štěpán ; Pelikán, Josef (referee) ; Žára, Jiří (advisor)
The goal of this thesis is to examine non-photorealistic rendering (NPR) methods with respect to their application in real-time rendering and to utilize the features of modern programmable graphics processing units (GPUs) to implement several NPR techniques. To achieve maximal efficiency of the implemented rendering styles, extra care is taken to offload all geometry processing from the CPU to the GPU. Implementations of three image-space edge detectors are presented and compared. Silhouettes, border edges, creases and material boundaries can be identified by detecting discontinuities in an image with worldspace normals, in the second derivative of the depth buffer and in an image with region identifiers. Combination of the edge detectors and a stepped shader is used to render objects in a cartoon style. A novel approach to rendering of a three-dimensional scene in mosaic style is proposed. Unlike previously presented methods, the implemented technique can render complex scenes at interactive framerates. To achieve real-time performance, a simulation of a system of infinitely stiff springs is used instead of centroidal Voronoi diagrams.
Dynamika živých organismů
Vondrák, Marek ; Pelikán, Josef (advisor) ; Kavan, Ladislav (referee)
The computer animation of articulated figures is one of the most interesting and the most developing areas of the modern computer graphics. The goal of this thesis is to get the reader acquainted with the theory of constrained rigid body simulation, which is subsequently used to construct a generic rigid body simulator with constraints and friction and the figure library suitable for the animation of articulated human-like figures. Articulated figures are represented by sets of rigid bodies (segments) connected by joints and their motion is determined by the dynamics of the corresponding segments. Additional constraints, specifying e.g. desired angles at joints or the positions of selected sites on the surface of the figure segments, allow to control the figure motion. A rich set of interactive demonstration examples presents the features of the actual simulator and the capabilities of the figure library to process motion capture data (replay motion capture data, adapt the data to external influences, map the "raw" motion capture data to the motion of figure segments, etc).
Optical Motion Capturing
Zátopek, Martin ; Pelikán, Josef (advisor) ; Štěpán, Vladimír (referee)
Main thema of the thesis lies in optical motion capture algorithms and their usage with cheap webcameras. Multiple cameras connected to a single computer are taken into account, while using Video4Linux on the Linux operating system for reading image data. Two camera calibration algorithms are inspected in detail: Direct Linear Transformation and Tsai calibration. Practical part of the work deals with design and implementation of an optical motion capture system, using Reg Willson's implementation [5] of Tsai calibration. Documentation for the system contains description of calibration scene, semiautomatical procedure of retrieving calibration data, synchronization and storing data from multiple devices available on a local network. Final reconstruction of marker's 3D coordinates uses standard translational format TRC.

National Repository of Grey Literature : 159 records found   beginprevious150 - 159  jump to record:
See also: similar author names
8 Pelikán, Jakub
1 Pelikán, Jan
3 Pelikán, Jaroslav
3 Pelikán, Jiří
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