National Repository of Grey Literature 10 records found  Search took 0.00 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.
Animated Underwater Skybox Using OpenGL
Lagová, Lenka ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with the solution of animated underwater skybox using OpenGL. The work contains an introduction to OpenGL, describes graphic techniques which are used for rendering and describes methods for procedural generating of objects and textures.
3D Game in Unity with Music Analysis
Petrjanoš, Jakub ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis is about music analysis and it's usage in game development in game engine Unity. With help of music analysis there is implemented path finding in procedural generated terrain. In development were used experimental methods and result is game, which generates path based on chosen song through procedural generated terrain and visualizes music.
3D Game in Unity with Music Analysis
Petrjanoš, Jakub ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis is about music analysis and it's usage in game development in game engine Unity. With help of music analysis there is implemented path finding in procedural generated terrain. In development were used experimental methods and result is game, which generates path based on chosen song through procedural generated terrain and visualizes music.
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.
Animated Underwater Skybox Using OpenGL
Lagová, Lenka ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with the solution of animated underwater skybox using OpenGL. The work contains an introduction to OpenGL, describes graphic techniques which are used for rendering and describes methods for procedural generating of objects and textures.
Generating Complex Procedural Terrains Using the GPU
Ryba, Jan ; Bartoň, Radek (referee) ; Herout, Adam (advisor)
Generating fully 3D terrains is a dificult task, meaning that we need to store a lot of data or do a lot of computing or both. We can reduce or completly eliminate the data srorage by using a procedural approch, but this is where the problem gets realy computationaly costly and the CUDA platform comes in. CUDA kernels runinng parallely on graphic accelerators can rapidly decrease time needed for computation, allowing even these complex calculations to work in real time or even better. Finding its use in game or movie industry.
Level Generator for Game in Unity
Dražka, Jakub ; Zachariáš, Michal (referee) ; Kajan, Rudolf (advisor)
This paper broods over a subject of automated generation of game levels in the Unity engine, namely the generation of mazes and generation of environment using L-systems. It also describes some of the major components and principles of the Unity engine. On the basis of these data have been created and described two automated generators of game levels as well as a 3D computer game that uses these generators.
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.

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