National Repository of Grey Literature 4 records found  Search took 0.01 seconds. 
Interactive OpenGL Demo
Chukir, Patrik ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describe implementation of simple 3D game by OpenGL. The attention is paid to draft of this game and specific implementation, which is output of this work. In text of thesis is described usage of libraries Assimp , Bullet and IrrKlang . Assimp for loading  an .obj and .dae model file. Bullet for detection of collision and physics of scene. And IrrKlang for sounds. Furthmore thesis  deals with lighting, shadows and implementation of Skeleton animation . Part of thesis is dedicated to implementation of skybox and changing day and night. In last chapter are analyzed test of game.
Fast Ray-Scene Intersection
Stříž, Martin ; Zemčík, Pavel (referee) ; Herout, Adam (advisor)
Ray-tracing of 3-D scene is one of the contemporary used rendering methods. Altough it is not a photorealistic method, it produces results with high image quality. Main disadvantage of this method is that it needs a large amount of processing power. That is why various optimalizations must be implemented. This thesis is focused on spatial subdivision optimalizations, namely BSP and KD trees, and their comparsion.
Interactive OpenGL Demo
Chukir, Patrik ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describe implementation of simple 3D game by OpenGL. The attention is paid to draft of this game and specific implementation, which is output of this work. In text of thesis is described usage of libraries Assimp , Bullet and IrrKlang . Assimp for loading  an .obj and .dae model file. Bullet for detection of collision and physics of scene. And IrrKlang for sounds. Furthmore thesis  deals with lighting, shadows and implementation of Skeleton animation . Part of thesis is dedicated to implementation of skybox and changing day and night. In last chapter are analyzed test of game.
Fast Ray-Scene Intersection
Stříž, Martin ; Zemčík, Pavel (referee) ; Herout, Adam (advisor)
Ray-tracing of 3-D scene is one of the contemporary used rendering methods. Altough it is not a photorealistic method, it produces results with high image quality. Main disadvantage of this method is that it needs a large amount of processing power. That is why various optimalizations must be implemented. This thesis is focused on spatial subdivision optimalizations, namely BSP and KD trees, and their comparsion.

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