National Repository of Grey Literature 4 records found  Search took 0.00 seconds. 
Simple Game Using OpenGL
Čapek, Radovan ; Šiler, Ondřej (referee) ; Švub, Miroslav (advisor)
The work is focused on computer graphics and game developing. It describes physical model of a car behaviour and implements it in form of a racing game. The game loads 3ds models and includes many interesting visual techniques. Theoretical basics are discussed in the work. Besides the program itself, a tutorial describing how to programme this is also an output of the work.
Garticle engine
Karas, Jakub ; Hrdina, Jaroslav (referee) ; Návrat, Aleš (advisor)
The main goal of this thesis is creation of a particle engine. Unlike classical implementations of particle engines this one uses a modern coordinate-free language – Projective Geometric Algebra (PGA). PGA allows us to replace points in the engine with rigid bodies. Furthermore usage of geometric algebra could reduce both space complexity and computational complexity. In theoretical part of the thesis is presented PGA, a representation of Euclidean transformations in PGA and formulation of equations of rigid body motion in PGA which are basis of the computational part of the engine.
Garticle engine
Karas, Jakub ; Hrdina, Jaroslav (referee) ; Návrat, Aleš (advisor)
The main goal of this thesis is creation of a particle engine. Unlike classical implementations of particle engines this one uses a modern coordinate-free language – Projective Geometric Algebra (PGA). PGA allows us to replace points in the engine with rigid bodies. Furthermore usage of geometric algebra could reduce both space complexity and computational complexity. In theoretical part of the thesis is presented PGA, a representation of Euclidean transformations in PGA and formulation of equations of rigid body motion in PGA which are basis of the computational part of the engine.
Simple Game Using OpenGL
Čapek, Radovan ; Šiler, Ondřej (referee) ; Švub, Miroslav (advisor)
The work is focused on computer graphics and game developing. It describes physical model of a car behaviour and implements it in form of a racing game. The game loads 3ds models and includes many interesting visual techniques. Theoretical basics are discussed in the work. Besides the program itself, a tutorial describing how to programme this is also an output of the work.

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