National Repository of Grey Literature 51 records found  beginprevious42 - 51  jump to record: Search took 0.00 seconds. 
RPG Game in Unity with Procedural Elements
Líška, Samuel ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The main objective of this thesis is to create 2D top-down RPG game with a focus on procedural generation in Unity. This thesis contains a summary of information about videogames, procedural content generation, game engines, and Unity itself. This thesis also contains solution design and implementation of the game. Perlin noise and its processing into the biome with the usage of Whittaker diagram has been used. Multiple systems to enhance gameplay are described as well. Lastly, this thesis contains testing and evaluation with a small survey.
Interactive Visualization of Large 3D Graphics in Web Browser
Ludvík, Martin ; Vlnas, Michal (referee) ; Španěl, Michal (advisor)
This bachelor thesis deals with rendering data-intensive scenes in a web browser. What solution are available for creating a functional application and a description of existing solutions. Final creation of a web browser point cloud viewer using JavascriptAPI WebGPU.
Realistic Rendering of Atmospheric Phenomena
Sabela, Ondřej ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The aim of this thesis is to develop a GPU accelerated computer program which is able to simulate light scattering in the Earth's atmosphere and clouds using the simplest possible combination of various realistic rendering techniques. A detailed explanation of the physical and phenomenological background of the basic characteristics of both solid and translucent materials is included. Physically based rendering methods which are able to simulate such phenomena are presented along with several optimizations, including precomputation and lookup tables, with a focus on functional fidelity to real-world principles. The presented solution is based on data from real-world microphysical measurements. The resulting outdoor scene images can be used as background environment maps in 3D modelling and design software. The open source code can also serve as a starting point for describing the implementation of the presented rendering techniques. 
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci je stavěno na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Cílem práce je vytvořit aplikaci simulující ekosystém v programu Unity engine. V práci se nachází popis výhod entity komponent system architektury, atributy a rozdíly oproti tradiční architektuře. Pro běh simulace byl využit framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace emuluje Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy simulace jsou prezentovány v grafech, které splnují očekávání. Práce také poskytne hlubší porozumění entity komponent system architektury a její specifikace v rámci implementace Entitas frameworku. Shrnuje jeden z přístupů k tvoření jednoduchého ekosystému a výsledné nálezy z proběhlých simulací.
Mobile Application "Paramedic doggy" - Injured Cyclist
Richter, Adam ; Milet, Tomáš (referee) ; Vlnas, Michal (advisor)
This work deal with creation of mobile application with educational purposes for children in age between 6 to 10 years with cartoon theme. Educational purpose is focused on first aid in situation where child is forced to help injured person. Application is solved in the form of educational quiz with options A), B) and C), which overlaps with minigames and animations of application mascot. Because of the focus on children in age category, who are learning how to read fluently the application contains in settings option text to speech. Work contains 7 parts including introduction and conclusion. Second part contains general description of the mobile application development. Third part describes in more detail framework Unity, which choice is justified in the part four. Fifth and sixth part describe design and implementation of the resulting application Pejsek Záchranář.
Graphics Intro 64kB Using OpenGL
Meixner, Ivo ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
Cílem této práce byla implementace a popis grafického intra pomocí OpenGL, s velikostí spustitelného souboru do 64 KiB. Vzniklý program vykresluje 3D animaci imitující přírodní prostředí pomocí kombinace různých technik do jedné scény. Intro bylo implementováno pro spouštění na Microsoft Windows s využitím simplexního šumu, L-systémů a mnoha shaderových programů napsaných v GLSL, včetně compute shaderu pro zpracování instrukcí L-systémů. Výsledná velikost spustitelného souboru je nižší než 8 KiB. Tento program je schopen vykreslovat jednoduchou scénu na styl přírodního prostředí s hornatým terénem, řídkou vegetací, vodními plochami odrážejícími okolní scénu a oblohou měnící se v průběhu dne.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci budeme stavět na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Našim cílem je vytvořit aplikaci simulující ekosystém v programu Unity engine. Budeme se soustředit na výhody ECS architektury and vysvětlíme její atributy a rozdíly oproti tradičnímu přístupu. Pro běh naší simulace použijeme framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace bude emulovat Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy budou prezentovány v grafech, které blízce sledují očekávané grafy. Tato práce poskytne hlubší porozumění ECS architektury a její specifikace v rámci implementace Entitas. Také shrne použitý přístup ke stavění jednoduchého ekosystému a výsledné nálezy.
Non-Euclidean Raytracer
Kostelník, Martin ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This bachelor's thesis deals with the real-time ray tracing algorithm enhanced by non-euclidean spaces. The goal is to design and implement an interactive application, which allows the user to move around in a 3D scene. All computations are performed by the CPU. In total, four non-euclidean elements are implemented. These include portals, warped tunnels, shrinking and rotation tunnels. The result of this project is an interactive application consisting of eight sample scenes demonstrating the non-euclidean elements.
Photorealistic Rendering of 3D Scenes
Vlnas, Michal ; Milet, Tomáš (referee) ; Zemčík, Pavel (advisor)
This thesis proposes a concept of sampling, especially for path tracing like algorithms, for faster convergence of the scene, using a local radiance approximation in the scene with hemispherical harmonics, which allows more effective way of ray casting on the given surface. In the first part, the basics of photorealistic rendering are introduced together with commonly used algorithms for image synthesis. The mathematical apparatus used in this thesis is defined in the second part of the thesis. Subsequently, existing solutions in this area are presented. The following chapter summarizes state-of-the-art methods in this branch. The rest of this thesis is focused on proposal and implementation of already mentioned extension.
Photorealistic Rendering
Vlnas, Michal ; Lysek, Tomáš (referee) ; Zemčík, Pavel (advisor)
This thesis describes proposal and implementation of a novel global illumination technique using  bidirectional path tracing with multiple importance sampling. In the first part, basic informations and techniques are described to explain photorealistic graphic principles. Also, often used methods solving global illumination are shown. The following part summarizes current state of development. Last two parts are focused on mathematical derivation of the bidirectional path tracing and implementation itself using the CPU.

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