National Repository of Grey Literature 28 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Generating Procedural Terrains
Petlan, Michael ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This thesis deals with algorithms of stochastic generating of height maps. The thesis describes the basic theoretical knowledge and extends it by usage of L-systems for generating a network of rivers. There has been implemented a library of the height map generating algorithms and a demo application within the thesis.
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.
Realistic Visualization of Environment in Computer Games
Jozefov, David ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This bachelor thesis shows the basics of landscape rendering in computer games. It explains fundamental principles of computer graphics creation and implementation of the three parts of the landscape - terrain, water surface and the sky. In more detail it describes Brute force and ROAM algorithms for terrain rendering and compares the achieved results of the both of them.
The Walkthrough Aplication in Large 3D Terrain
Panáček, Petr ; Mikolov, Tomáš (referee) ; Bartoň, Radek (advisor)
Rendering of large terrain is common problem in 3D computer graphics. Even if we have high-tech hardware equipment today, there is still a lot of high computational demand. Therefore new algorithms are developed. These algorithms include level of detail rendering and culling objects in dependence on view of camera. This bachelor thesis describes one of these algorithms and its modifications. Part of the problem is also creation of tiles hierarchy for these algorithms. Result of the thesis is application implemented in OpenSceneGraph.
Graphics Intro 64kB Using OpenGL
Milet, Tomáš ; Kubíček, Radek (referee) ; Vlček, Adam (advisor)
This bachelor's thesis describes creating of graphics intro with limited size using OpenGL. It describes methods for generating graphical objects, such as textures and terrain. It deals with particle system and cellular automata.
Clouds and Hills Generation Using Fractal Geometry
Tůma, Petr ; Zuzaňák, Jiří (referee) ; Venera, Jiří (advisor)
This work is concerned with generation of landscape objects using fractal geometry. In this work is explained what the fractal is and terms associated with them. The other parts describe basic theoretical ideas and implementation of these algorithms. The Capital theme is generation of models clouds and hills in values of input parameters, their presentation and date media saved there. The project includes my algorithm extension for hills generation of course. At the conclusion of this work are summarized tendencies of next development and my results.
Procedural Forest
Pfudl, Václav ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
The main goal of this bachelor's thesis is to generate procedurally a forest (landscape with plants described in text template). Landscape is generated using Perlin noise and the interpret of L-systems was implemented for plants generation purposes. Both these techniques are described in more detail in theory section as well as the implementation section of this thesis. Furthermore, techniques such as phong lightning model, normal-mapping, shadow-mapping, realistic water, skybox and spriting for better realistic look of the scene, are also discussed in this thesis. Implemented application can also be used for the export of generated plant models in format .obj for further use by some extern application (for example Blender).
Graphics Intro 64kB Using OpenGL
Hejl, Zdeněk ; Přibyl, Jaroslav (referee) ; Herout, Adam (advisor)
Document describes implementation of the graphical demo with limited size. Described are used minimalistic techniques and the methods of procedurally created textures and both simple and complex 3D objects. There are explained methods for loading, editing and animating objects and ways to create used effects.
Grass Rendering
Berdis, Tomáš ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Grass is an integral part of most of the outdoor scenes. In the real world, grass occurs in big numbers, which brings a lot of challenges during rendering in computer graphics. This thesis discusses various techniques for real-time rendering. Result of this thesis is an application capable of rendering grass fields using hardware tessellation.
3D Racing Game
Vlach, Jan ; Milet, Tomáš (referee) ; Tóth, Michal (advisor)
This bachelor thesis focuses on desing and implementation of 3D racing game with graphical effects. The goal of this thesis is to create a racing game with the help of particle emitors. For collision detection is used Bullet physics library. Because of it, all players react to other scene objects. Terrain is generated from height map and supports multitexturing technique, which allows for multiple textures to be applied to terrain's surface. Game's racing track is defined by collision map. In thesis, there is an emphasis on creating editor for easy map creation and editation. Editor allows for drawing Kochanek-Bartels splines, which are then used to determine the movement of the oponents.

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