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Geodetic Deformation Measurement of Roof Structures of Brno Aquapark
Chupáčová, Mária ; Švábenský, Otakar (referee) ; Bureš, Jiří (advisor)
Diploma thesis is focused on deformation meassurement of wooden roof structure of Brno Aquapark. Introductory part of the thesis is devoted to explanation of basic terms of civil constructions deformation meassurement and describes methods which are used in this field nowadays. Main part of this thesis deals with testing of meassuring equipment, describes meassured construction, meassuring method and data processing. Horizontal and vertical shifts of the roof structure are evaluated and graphically interpreted in comparison with the previous and fundamental epoch.
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3D Puzzle Game Based on Space Deformation
Joščák, Juraj ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This thesis focuses on global deformation of 3D geometry and using it in a videogame. The aim is to explore different methods for deformation of geometry in real time, consider their usability in context of a videogame, and solve specific problems, which can arise while developing such game. This knowledge is then used to implemennt the game in C++ programming language using OpenGL graphics library.
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Strength control of bicycle crank assembly
Kolenčík, Richard ; Skalka, Petr (referee) ; Burša, Jiří (advisor)
This bachelor thesis is intent on strength-deformation check of bicycle crank assembly. The first part is devoted to check safety of fatigue failure of crank bicycle, which is loaded with combination loading. The second part is devoted on safety analysis of fatigue failure in the case of pedal. Because of low safety´s coefficient is made calculation of high cyclic life of pedal. The last section is devoted to the calculation of maximum deformation of the crank assembly. The analytical calculation was performed by the software Matlab R2012b.
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3D Puzzle Game Based on Space Deformation
Joščák, Juraj ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This thesis focuses on global deformation of 3D geometry and using it in a videogame. The aim is to explore different methods for deformation of geometry in real time, consider their usability in context of a videogame, and solve specific problems, which can arise while developing such game. This knowledge is then used to implemennt the game in C++ programming language using OpenGL graphics library.
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