National Repository of Grey Literature 123 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
3D Game World in OpenGL
Buchta, David ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
Family residence with two flats in Bystřice pod Hostýnem
Drekslerová, Iveta ; Vokřínková, Lenka (referee) ; Fišarová, Zuzana (advisor)
The target of this thesis work is design of family house with two separate building units on concrete place in Bystrice pod Hostynem. The intention is to create functional disposal solution to take account everyday working. The new building is given for family about four people and one grandparent. The emphasis is given on general visual impression and design. Building is designed from KM BETA construction system with wooden outdoor facing on the part of facade.
Interactive 3D Terrain Editor
Hulva, Jiří ; Vanek, Juraj (referee) ; Přibyl, Jaroslav (advisor)
The purpose of this work is to design and implement an interactive 3D terrain editor. The application should be able to create three-dimensional model of a terrain from input data, display it and allow free movement in displayed scene. Users should be provided with tools for editing heightmaps and surface textures. There should be option to load models of objects, like buildings or vegetation and place them on chosen locations.
Design of all-terrain vehicle
Brostíková, Amálie ; Karásek, David (referee) ; Rubínová, Dana (advisor)
This diploma thesis deals with design Quads. Specifically, a type of terrain utility quad, often referred to as the ATV. To drive the machine uses two electric motors. The ultimate designer's proposal responds to the significant social trends that support the economy and ecological design. These parameters together with the yield of the machines are non-traditional solutions to this type of field machinery.
Complex Scene Rendering on Mobile Devices
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.
Optimization of Large Scale Terrain Rendering
Luner, Radek ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This work is focusing on optimization of large scale terrain rendering. It explains basic methods and data structures for optimization. It describes fundamentals of methods such as ROAM, Geometrical clipmaps, GPU Based Geometrical Clipmaps, GeoMipMapping and Chunked LOD. It explains implementation details of system for terrain optimization based on GeoMipMapping method.
Design of Travel Trailer
Komárková, Kristina ; Rajlich, Jan (referee) ; Sládek, Josef (advisor)
This master’s thesis describes the design of the travel trailer. The main aim of the work was to create a draft of a folding trailer in off-road configuration. The final design brings a new look at the solution of folding caravans and trailers, especially in the use of inflatable technology for the construction of a folding tent liner. The basic parameters are reduced and the shape solution in the travel state is minimalistic with regard to the use of the folding system.
LABORARTORY BRNO
Zemánková, Petra ; Pospíšil, Zdeněk (referee) ; Boháč, Ivo (advisor)
The aim of the task is a gallery of architecture, design and art. The plot is situated at the corner of the intersection of Koliště Street and Milady Horákové Street in Brno. In my design, I came out from urban connection in the surroundings of the plot. The proposed mass has additional functions as cafe, workshop of art, boutiques, an auditorium, the administration etc. The mass is divided into three parts. This division of mass enables to create inside respirium. These objects are connected with pedestrian bridges. There are designed twenty places for parking in the basement and two places for parking for disabled people on the first floor in my proposal. The designed mass closes the view from třída Kapitána Jaroše.
Visualization of Large Data Sets
Mokroš, Petr ; Chudý, Peter (referee) ; Přibyl, Jaroslav (advisor)
Work is focused on visualization of large data sets, especially on high resolution terrain models. Thus the goal of this work is to design a library which can divide large models to small regular parts for fast render of whole scene using level of detail techniques. Further goal is theoretical analysis how the library for fast and smooth visualization of large scenes in real time can be used.
Realtime Weather in a Landscape Visualisation
Vlček, Adam ; Jošth, Radovan (referee) ; Seeman, Michal (advisor)
Thanks to the increasing computation power the complexity and dynamism of virtual reality is continuously improving. This work aims to examine influences of weather in a landscape and the means to simulate and dynamically visualize them in real time on the current personal computer hardware. The main goal is to find quick well looking approximations rather than a complex physically correct simulation. The work covers using modern programmable GPU not only for visualization but also as a powerful simulation instrument. The main topic is water movement in the terrain and its effects on it like erosion, snow melting and moisture impact on vegetation. This requires dynamic terrain texturing and algorithms supporting fast geometry and normals updates.

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