National Repository of Grey Literature 37 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Physical Simulation of a Cloth
Vavro, Ondrej ; Seeman, Michal (referee) ; Navrátil, Jan (advisor)
Thesis covers problematics of simulating cloth(textile) behaviour under different conditions. It explains basic principles used in construction of cloth computer model, describes inner and outer forces that act on cloth and shows different integration methods that forward simulation in time from the view of suitability and speed when used on cloth simulation. Work also includes description of implementation of a demo application in which is part of these problematics tested.
Optical Localization of Very Distant Targets in Multicamera Systems
Bednařík, Jan ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
This work presents a system for semi-autonomous optical localization of distant moving targets using multiple positionable cameras. The cameras were calibrated and stationed using custom designed calibration targets and methodology with the objective to alleviate the main sources of errors which were pinpointed in thorough precision analysis. The detection of the target is performed manually, while the visual tracking is automatic and it utilizes two state-of-the-art approaches. The estimation of the target location in 3-space is based on multi-view triangulation working with noisy measurements. A basic setup consisting of two camera units was tested against static targets and a moving terrestrial target, and the precision of the location estimation was compared to the theoretical model. The modularity and portability of the system allows fast deployment in a wide range of scenarios including perimeter monitoring or early threat detection in defense systems, as well as air traffic control in public space.
Physics Simulation for Pinball Game
Čermák, Jakub ; Polok, Lukáš (referee) ; Zachariáš, Michal (advisor)
The objective of this work is to create a library for physical simulation and using the library to create a game of pinball, on which you can test functionality of the library. Problems that appeared during the creation of the library, are described in this paper along with their solutions. In particular, tunneling, detection and results of collisions. Subsequent optimization solutions to these problems for our specific library. Of no smaller importance are principles which reduce the requirements of the final simulation. Among the most important ones are the correct choice of limits, detection of rolling and sleep of slowly moving dynamic objects.
Počítačové simulace Stirlingova motoru
FAU, Petr
The diploma thesis deals with the construction of the Stirling engine and its most common modifications - Alpha, Beta and Gamma. Subsequently, it deals with construction systems and their use. The design of these types of motors is further processed using computer-aided design, and physical simulations and analyzes are performed on them using the same system.
Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)
Simulation of Fluids in 2D
Pazdera, Vlastimil ; Polok, Lukáš (referee) ; Zemčík, Pavel (advisor)
This thesis deals with the simulation of fluids in 2D cut for mobile devices using technique Smoothed Particle Hydrodynamics implemented in game engine Unity. The resulting program is usable on mobile devices as a structural element of the games and interactive applications. With the parameters you can alter the properties of liquids for example viscosity. The work focuses on the greatest applicability in mobile applications and takes into account the requirements and limits of the devices to achieve the best visual and physical properties of the simulated liquid.
Physical Simulation in VR
Pacáková, Gabriela ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
The main aim of this thesis is to introduce the reader to the theory and the implementation of a virtual reality application which uses HTC Vive headset and BulletPhysics engine. It describes the integration of BulletPhysics and OpenVR SDK with OpenGL. The result of this integration is a simple bowling game in VR that uses all the aforementioned resources and provides the user with an entertaining VR experience as well as a deeper understanding of computer graphics and VR principles.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Adaptive Simulation of Large-Scale Ocean Surface
Krijt, Filip ; Kadleček, Petr (advisor)
Physically-driven methods of simulating fluid dynamics and frequency-based ocean surface synthesis methods are of long-standing interest for the field of computer graphics. However, they have been historically used separately or without any interaction between them. This thesis focuses on the possibility of combining the approaches into one adaptive solution by proposing methods for unified surface representation, method result blending and one-way interaction between the methods. The thesis also outlines several future developments of the combined method and proposes a level-of-detail approach taking advantage of hardware tessellation that can be used regardless of what method was used for the simulation. Powered by TCPDF (www.tcpdf.org)

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