National Repository of Grey Literature 94 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Methods of Generating Plants for Computer Graphics
Picek, Jiří ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis deals with methods useable for a plant generation for computer graphics. Most detailed described method is generation by L-system. The thesis describes idividually extensions of 0L-systems. To get a geometric representation of model, the output of the L-system is proceed by turtle graphics. The geometric representation of model is drawn using OpenGL graphics library. Textures are generated by Perlin's noise function implemented in GLSL.
Procedural Architecture
Roreček, Pavel ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This Bachelor's thesis describes implementation of library used for procedural generating of architecture. The thesis describes way of handling input files containing rules and symbols. Generated model is shown using visual application that uses OpenGL library and the model can be exported.
Procedural Generation in Unity
Goš, Pavel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to develop a procedural generator of dungeons in the Unity game engine. The description of the most important parts of the Unity engine can be found in this thesis. The development and implementation of procedural generation of map layout using Perlin noise and interior decoration is described here as well.
Set of Procedurally Generated Efects
Barvíř, Marek ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor thesis deals with creation of a library for procedural generated effects. The paper describes techniques used for creating effects such as: laser, electric arc, energetic shot and shield. The result is a demonstration application which uses designed libraries with pre-prepared scene.
Generating and Rendering of Large Voxel-Based Scenes
Čejchan, Daniel ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
Procedural Generation of Dungeon Type Structures
Šipoš, Marek ; Rychlý, Marek (referee) ; Bartík, Vladimír (advisor)
The main aim of this bachelor thesis was to design and develop a library for procedural generation of dungeons and web application for its practical use. The library offers a configuration interface, output generation according to this configuration and file support. The web application allows the visualization of the obtained input. The implementation was done in Java language.
Graphics Intro 64kB Using OpenGL
Gunia, Pavel ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This work deals with the phenomenon of graphic intros, a digital graffiti of the modern age. The focus is put on size restricted animation of size of the executable file lower than 64 kilobytes. It reveals the main techniques used. Finally, interesting aspects and experiences that came up are discussed, as well as the conclusion and future work proposal.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Blender add-on for Astronomical Object Generation
Hlávka, Marek ; Milet, Tomáš (referee) ; Chlubna, Tomáš (advisor)
Procedural modeling methods greatly facilitate the process of modeling 3D objects that mimic real-world elements, which needs to be performed more and more efficiently. This thesis deals with procedural modeling of astronomical objects and their modification. It also deals with design, implementation and publication of an add-on for the open-source program Blender, that enables modeling of these objects. The add-on is implemented in Python using the Blender API. As a result, Blender is extended with an interface for fast and convenient generation of astronomical objects. The published add-on is available open-source.
Procedural Generation of Cities
Hamerník, Pavel ; Beran, Vítězslav (referee) ; Polok, Lukáš (advisor)
My bachelor thesis covers studying methods of procedural generation of terrains, cities and interiors. First the most common techniques of procedural generation are discussed, then more useable techniques for procedural generation of terrain and cities. With the assistance of these methods and practices i endevour to make a 3D application that simulates generation of world, which consists of terrain and city. Application generates different urban scenes based on input integer value.

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