National Repository of Grey Literature 69 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Realistic Visualization of Environment in Computer Games
Jozefov, David ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This bachelor thesis shows the basics of landscape rendering in computer games. It explains fundamental principles of computer graphics creation and implementation of the three parts of the landscape - terrain, water surface and the sky. In more detail it describes Brute force and ROAM algorithms for terrain rendering and compares the achieved results of the both of them.
Museum of warfare
Dvouletý, Martin ; Pilgr, Milan (referee) ; Barnat, Jan (advisor)
The subject of the Bachelor thesis is the design and assesssment of the steel (load bearing) structure of the future museum of military equipment. The building, with passageway for the visitors, is going to serve museum for garaging medium and heavy equipment. The framework is constructed by connection of abutment pillars placed in the distance of 10 m and roof girders with haunches. Construction is designed to have mono-pitched roof created by 5,36 m long pillar and 6,4 m long pillar connected with girder. In the endwise direction the frames are in the distance of 6 m. The construction is specific by its plan. By its cranking at the end of the first wing under 45° angle there is created smaller interstice. At the end of the interstice is another 45° angle cranking connected to the second wing. Thanks to the cranking between the wings the first wing extends endwise and the second extends crosswise. Another specifics are gate constructions placed on the side of the higher pillars. The gate is intended for enterance and exit of the military equipment to be placed for an exposition in the museum. The framework is designed by norms ČSN EN for the ultimate and serviceability limit state. As the main material used for load-bearing elements was steel S355.
Conceptual design of the trailer body
Chalupa, Pavel ; Malášek, Jiří (referee) ; Kubín, Martin (advisor)
This thesis is a conceptual design of the trailer body which is intended to transport sporting goods, especially bicycles, skis and boats. It contains an overview of current transportation options mentioned sporting goods and a conceptual design of the trailer body which will serve to transport all these sporting goods. The body will be placed on trailers currently offered.
Port Terminal Centre Brno
Liška, Zdeněk ; Teplý, Vladimír (referee) ; Odvárka, Antonín (advisor) ; Petříček, Tomáš (advisor)
The theme of this project was to create a building which would be used for recreational and sporting purposes at The Brno Reservoir . The proposed building includes following parts: facilities for employees of the Public Transport of City Brno, marinas, information center for selling tickets, restaurant and fast food, and bathrooms for visitors. The plot is defined by the existing car park, access road to the car park, boat tickets shop and existing building of the yacht club. The organic shape of the building cooperates with the surrounding terrain of the parcel. The building is on the east side completely set in gently sloping terrain. Angled surfaces of the glass facades on the southwest side comply with the promontory shape of the reservoir. The Individual components abstract the elements of a cruise ship. The object has longitudinal character. Bevelled wooden surfaces of the roof symbolize boarding pier to a boat. People can freely promenade here, and enjoy the view to the lake and its surroundings. There is a big view opening to the exterior part of the restaurant on the boarding slant at the northern side. In winter, this areas can serve to children as bobsled. The pavement form the street Přístavní extends to the accessible part of the roof. The entrances are situated to the west. Supplying for the restaurant will be provided by delivering supplies along the street Přístavní. The building is divided into two functional entities - restaurant and port terminal. The interior is based on the concept of Plan Libre. The restaurant smoothly changes in a waiting area for passengers. There is a staircase located in the middle of this open space, which connects the first floor to the second floor above. There is also a staircase that leads to the basement. Immobile or less fit people can reach each of the floors by elevator, which is also located in this central area. From the second floor it is possible to access to the roof
Terrain LoD Algorithm Implementation
Radil, Přemek ; Pečiva, Jan (referee) ; Bartoň, Radek (advisor)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Game for Teaching Very Basic Programming
Rončka, Martin ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. This is followed by a design and implementation of visual programming interface in Unity3d and later integration of this interface into a simple game supporting the foundings from the first part of the thesis. This thesis is then being evaluated from the technical and user perspective with the goal to analyze the effectiveness of both the visual programming interface and the game as a tool to introduce programming to non-coders.
Effectiveness of the process of valuation of construction production
Sofka, Filip ; Vaňková, Lucie (referee) ; Krejza, Zdeněk (advisor)
Diplomová práce se zabývá efektivitou oceňování stavební výroby. Teoretická část se věnuje oceňování stavební výroby, analýzou náročnosti oceňování, principem sestavení rozpočtů a představení BIM procesu ve stavebnictví. Praktická část se věnuje konkrétnímu způsobu zefektivnění oceňování stavební výroby. Efektivita je zkoumána ve fázi zpracování výkazu výměr, pomocí BIM modelů a porovnána s CAD modelem. Výsledkem je definování možné úspory zpracování výkazu výměr pomocí BIM modelu. Závěrečná část je věnována popisu standardizace stavebnictví.
Simple Flight Simulator for Windows Phone 7
Hacaj, Marián ; Kajan, Rudolf (referee) ; Herout, Adam (advisor)
Thesis describes programming of 3D applications, mainly games, on Windows Phone 7 platform and lightly compares this approach with Silverlight platform. It also describes XNA framework in detail and programming plane simulators problems. In the second part of this thesis, reader can find complete description of implementation of a simple airplane simulation for Windows Phone 7 platform, which is based on the XNA framework. The game consists of implementation of terrain, sky, plane, scene and also of physics and the principle of the game.
Grass Rendering
Berdis, Tomáš ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Grass is an integral part of most of the outdoor scenes. In the real world, grass occurs in big numbers, which brings a lot of challenges during rendering in computer graphics. This thesis discusses various techniques for real-time rendering. Result of this thesis is an application capable of rendering grass fields using hardware tessellation.

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