National Repository of Grey Literature 19 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Animation Library Focused on Skeletal Animations
Dokoupil, Petr ; Přibyl, Jaroslav (referee) ; Štancl, Vít (advisor)
This thesis proposes an architecture of animation engine flexible enough to support large scale of animation algorithms with unified approach to each one of them. One of the major goals of the engine is to support creation of very complex animation seqences with high degree of animation execution control. The main animation technique used in the engine is skeletal animation and some variants of this technique are already implemented within, but it was never meant to be skeletal animation only engine and is designed that way.
Collision Detection Library
Chlubna, Tomáš ; Španěl, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the problem of detecting collisions of nontrivial polygonal models in three-dimensional space. In general, there are methods describing how to mathematically express and calculate such collisions. However, such methods are usually unsuitable for usage in information technology due to the performance and memory requirements. It is also necessary to work with the discrete time that is not present in the real world. That brings the need to implement algorithms that are not only able to detect the collisions in a specific point in time, but also to predict them according to the available data about the movement of the objects in the scene. The solution uses game development and physics simulations techniques. Therefore, this works describes some optimization techniques as well as suitable scene representation formats and GPU rendering mechanisms.
Polygonal Models Smoothing
Svěchovský, Radek ; Švub, Miroslav (referee) ; Kršek, Přemysl (advisor)
Object digitizing or 3D model transformation into surface representation brings defects in the form of noise. This thesis analyses the well-known approaches to the noise elimination from polygonal models. The reader will be concerned with the fundamental principles of smoothing and foremost the results of the comparison of different methods including Laplace method, algorithm Laplace-HC, Taubin's low-pass filter and bilateral filter.
Sketching 3D Models
David, Tomáš ; Hulík, Rostislav (referee) ; Kršek, Přemysl (advisor)
This thesis deals with the processing and representation of polygonal models. It is devoted to methods for creating and editing 3D models, especially the sketching method. It describes the procedure for design and implementation of a simple plug-in for application OpenFlipper. This plug-in allows creation of 3D model of object by drawing a closed line.
3D Shape Interpolation
Zouhar, Marek ; Polok, Lukáš (referee) ; Španěl, Michal (advisor)
This thesis deals with creation of a~tool for progressive interpolation of shape of a~3D polygonal mesh. Used methods take inspiration mainly in technique Manual Landmarks and use parametrization of an object to a~sphere. The result of this thesis is an addon for an open-source modelling program Blender, which automatically creates an animation of shape deformation based on two input models.
3D Geometry Reconstruction from Discrete Volumetric Data
Svěchovský, Radek ; Navrátil, Jan (referee) ; Španěl, Michal (advisor)
Conversion of discrete volumetric data to boundary representation is quite common operation. Standard approach to resolve this problem is to use well-known Marching cubes algorithm, which although simple and robust, generates low-quality output that requires subsequent post-processing. This master's thesis deals with uncommon algorithms used for isosurface extraction from volumes. The reader will be acquainted with fundamental principles of Hierarchical Iso-Surface Extraction method, that was independently implemented and tested in this work.
Tool Path Generation for 3 Axes Polygonal Models Milling
Nedvědický, Jan ; Hulík, Rostislav (referee) ; Kršek, Přemysl (advisor)
This bachelor's thesis deals with tool path generation for 3-axis milling based on 3D polygonal models. First part introduces basic terms and related topics. Main part is devoted to description of techniques and problems related to implementation of simple tool path generator. Simple milling strategies based on tool movement restricted in plane are discussed. This thesis includes implementation of plugin for OpenFlipper application where described techniques are used and practicaly verified.
Watermarking 3D Models
Honzátková, Tereza ; Herout, Adam (referee) ; Španěl, Michal (advisor)
Goals of this work are to summarize the process and existing methods of 3D models watermarking, to choose relevant methods for embedding/extraction of a watermark to/from 3D models. The final solution is based on Spectral Mesh Compression technique. This method is robust, imperceptible and informed. The embedded watermark is detectable and robust against geometrical transformations, added random noise, mesh smoothing and simplification, compression and cropping.  The realized tool allows a user to embedding watermark into the mesh, modify the mesh and extraction of a watermark from mesh. Testing was conducted on a set of 5 models differing in size, shape and density of points. The resulting tool inserts a watermark composed of four characters that can detect both undamaged models and the models affected. Among the attacks against which the watermark is robust, include transformations, rotation, scale, adaptive random noise, and combination of this.
Surface Reconstruction from Point Clouds
Horák, Jan ; Španěl, Michal (referee) ; Hulík, Rostislav (advisor)
This thesis deals with the reconstruction of the surface from point clouds. It describes the design, implementation and tests of method based on the detection of planes and Delaunay triangulation. The application allows to reconstruct the surface in the form of a triangle mesh.
Collision Detection Library
Chlubna, Tomáš ; Španěl, Michal (referee) ; Polok, Lukáš (advisor)
This thesis deals with the problem of detecting collisions of nontrivial polygonal models in three-dimensional space. In general, there are methods describing how to mathematically express and calculate such collisions. However, such methods are usually unsuitable for usage in information technology due to the performance and memory requirements. It is also necessary to work with the discrete time that is not present in the real world. That brings the need to implement algorithms that are not only able to detect the collisions in a specific point in time, but also to predict them according to the available data about the movement of the objects in the scene. The solution uses game development and physics simulations techniques. Therefore, this works describes some optimization techniques as well as suitable scene representation formats and GPU rendering mechanisms.

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