National Repository of Grey Literature 12 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Fusion of Procedural and Keyframe Animation
Klement, Martin ; Pečiva, Jan (referee) ; Polok, Lukáš (advisor)
The goal of this work is to create an application, which will combine procedural and keyfram animations with subsequent visualization. Composition of this two different animations techniques is used to animate a virtual character. To combine this two techniques one starts with interpolations from keyframe animation and then enchance them by procedural animations to properly fit into the characters surroundings. This procedural part of animation is obtained by using forward and inverse kinematics. Whole application is written in C++, uses GLM math library for computations and OpenGL and GLUT for final visualization.
Galaxy Generator for Games
Březina, Karel ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
This thesis is focused on design and implementation of procedural generator of galaxy for games or simulations. Second goal is implementation of demonstration application which is showing possible usage of generator. Generator is able to create galaxy by predefined types or by user created map.
Procedural Building Generation
Húsenica, Ján ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
This thesis deals with procedural building generation. The method which was chosen for implementation of the tool created during this study is based on generative grammars. In this document are introduced some of the advisable methods for solving given problem. It deals with predesign, implementation and evaluation of the results of the application for procedural building generation created in this work. The final tool also allows export of the generated models to Wavefront .obj format.
Realistic methods of generating landscape models through the Unity framework
HEJPLÍK, Daniel
This thesis deals with research and development of a tool capable of automated creation of a virtual environment. Automated terrain generation is a non-trivial problem, the solution of which requires the creation of sophisticated methods that provide the possibility of data parameterization for the needs of the target environment. On the basis of this data, the product (basic terrain) is then processed and its appearance improved to match as much as possible what the real world looks like. To understand these processes, it is necessary to understand how environment is represented in 3D graphics and, consequently, the ways of texturing it. Also for this reason, part of the work is an examination and description of how these procedures work and what are the possibilities of using them. Furthermore, the work examines possibilities for terrain generation from simple spaces based on the generation of random values (perlin noise) to the subsequent improvement of its details. These more complex methods are based on nature-inspired processes (hydraulic erosion).
Procedurální generování měst
Beneš, Jan ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
This thesis proposes a novel method for procedural generation of urban street networks. A simple traffic simulation, based on observations made about the social-geographic nature of cities, that is able to drive the temporal evolution of city road networks by creating new major roads, as well as a modified generation algorithm for minor roads, are described. The presented method is highly automated.
Comparison of major paradigms for application development
Hartman, Michael ; Procházka, Josef (advisor) ; Jeřábek, Tomáš (referee)
4 ABSTRACT This thesis deals with comparison of major paradigms for application development, namely procedural, object oriented and functional paradigm. First chapter consists of brief history of application development with emphasis on the paradigms being used. Second chapter introduces main principles and constructs, which are these paradigms based on. For some of which, especially the more complicated ones, examples are included to facilitate easier understanding of the subject. The thesis also contains analysis of existing projects, which are using described paradigms and model implementation of simple application using each of given paradigms. This whole thesis focuses on comparison of the described paradigms and differences among used principles and constructs. The advantages and disadvantages of analyzed paradigms for different types of projects are discussed in chapter four. Based on conclusions of this paper, it is best to use procedural paradigm for development of simple and small projects. For more complex projects of larger scale, it is better to use object-oriented paradigm. Functional paradigm could be used for any type of project, but it has higher requirements for the experience and level of abstraction of the developer who implements the project. KEYWORDS Paradigm, programming, application...
Galaxy Generator for Games
Březina, Karel ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
This thesis is focused on design and implementation of procedural generator of galaxy for games or simulations. Second goal is implementation of demonstration application which is showing possible usage of generator. Generator is able to create galaxy by predefined types or by user created map.
Procedurální generování měst
Beneš, Jan ; Wilkie, Alexander (advisor) ; Křivánek, Jaroslav (referee)
This thesis proposes a novel method for procedural generation of urban street networks. A simple traffic simulation, based on observations made about the social-geographic nature of cities, that is able to drive the temporal evolution of city road networks by creating new major roads, as well as a modified generation algorithm for minor roads, are described. The presented method is highly automated.
Tool for Designing Procedural Textures
Číž, Miloslav ; Polok, Lukáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with implementation of a program library for designing and generating two-dimensional procedural textures and its GUI supportive tool. Attention was paid to common methods as well as to other computer graphics areas with effort for modifying the algorithms in order to achieve unique results. An effective way of texture representation and its concrete implementation is also presented.
Procedural Building Generation
Húsenica, Ján ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
This thesis deals with procedural building generation. The method which was chosen for implementation of the tool created during this study is based on generative grammars. In this document are introduced some of the advisable methods for solving given problem. It deals with predesign, implementation and evaluation of the results of the application for procedural building generation created in this work. The final tool also allows export of the generated models to Wavefront .obj format.

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