National Repository of Grey Literature 31 records found  beginprevious22 - 31  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.
WebGL Engine Exploitation for Rendering of Automobiles
Macků, Jiří ; Kobrtek, Jozef (referee) ; Tóth, Michal (advisor)
This paper deals with rendering of automobiles with use of WebGL technology. Aim of this paper is proposal and implementation of method for realistic and stylized rendering of 3D models of automobiles for internal use as a simple preview of automobile in development and presentation or for use in infotainment systems directly in automobiles. Part of this paper is implementation and outline of reachable options and properties of such implementation. This paper is created in cooperation with company SKODA AUTO a.s.
Rendering and Interacting Objects Displaced in a 3D Landscape
Koza, Tomáš ; Kršek, Přemysl (referee) ; Herout, Adam (advisor)
Goal of this bachelor's thesis was to create a system of powerups for program TankGame. This document contents theoretical base for rendering of objects in 3D scene, it describes algorithms used in rendering of these objects. It also contains overview of rendering process and description of concrete graphical engine used in program TankGame. In the end there is description of concrete implementation of renderable objects (powerups) for program TankGame.
Education Computer Program for Demonstration of 3D Models Visibility Algorithms
Juřica, Dalibor ; Šiler, Ondřej (referee) ; Kršek, Přemysl (advisor)
The aim of this project isn't build the application, whick is able to hande visibility problem of three dimensional scenes, but application, that can demonstrate idea of this visibility problem. Separate scenes will be designed in way, that even the amateur will not have any problem to understand the principle of demonstrate algorithms. Subsequent graduation of the visibility problem will be then fully comprehensible.
Rendering of Large Scale Terrain
Marušič, Martin ; Bartoň, Radek (referee) ; Přibyl, Jaroslav (advisor)
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain rendering and particular level of detail techniques. Three modern intriguing algorithms are briefly depicted after this theoretical part. Main work insists on description of Geometry Clipmaps algorithm along with its optimized version GPU-Based Geometry Clipmaps. Implementation of this optimized algorithm is depicted in detail. Main advantage of this approach is incremental update of vertex data, which allows to offload overhead from CPU to GPU. In the last chapter performance of my implementation is analysed using simple benchmark.
Complex Animation in 3D Studio Max
Černý, Miloš ; Pečiva, Jan (referee) ; Přibyl, Jaroslav (advisor)
The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.
Synthetic Data Set Generator for Traffic Analysis
Šlosár, Peter ; Juránková, Markéta (referee) ; Herout, Adam (advisor)
This Master's thesis deals with the design and development of tools for generating a synthetic dataset for traffic analysis purposes. The first part contains a brief introduction to the vehicle detection and rendering methods. Blender and the set of scripts are used to create highly customizable training images dataset and synthetic videos from a single photograph. Great care is taken to create very realistic output, that is suitable for further processing in field of traffic analysis. Produced images and videos are automatically richly annotated. Achieved results are tested by training a sample car detector and evaluated with real life testing data. Synthetic dataset outperforms real training datasets in this comparison of the detection rate. Computational demands of the tools are evaluated as well. The final part sums up the contribution of this thesis and outlines some extensions of the tools for the future.
Changing Object Appearance by Adding Fur
Pražák, Martin ; Herout, Adam (referee) ; Zemčík, Pavel (advisor)
Cílem této práce je demonstrovat možnost renderování srsti přímo do existujících obrazů bez toho, aby bylo po uživateli požadováno překreslení všech pixelů nebo dodání kompletní 3D geometrie a osvětlení. Srst je přidána na povrch objektů pomocí extrakce jejich přibližného tvaru a světelných informací z obrazu a takto získaný objekt je poté přerenderován. Tento přístup je nový v tom, že vysokoúrovňové úpravy obrazu (jako např. přidání srsti), mohou úspěšně vést k vizuálně korektním výsledkům a to i přes omezení nepřesnou geometrií a světelnými podmínkami. Relativně velká množina technik použitých v této práci zahrnuje obrazy s velkým dynamickým rozsahem, metody extrakce 3D tvaru z obrazu, výsledky výzkumu vnímání tvaru a osvětlení a fotorealistické renderování. Hlavním cílem práce je potvrdit koncept popsaný výše. Hlavním implementačním jazykem bylo C++ s použitím knihoven wxWidgets, OpenGL a libTIFF. Renderování bylo realizováno v software 3Delight kompatibilním se standardem Renderman, za pomoci množiny shaderů implementovaných v nativním jazyce Rendermanu.
Visualisation of hydraulic structures
Urbanec, Luděk ; Duchan, David (referee) ; Dráb, Aleš (advisor)
The aim is to implement the process for creating realistic visuals (including animations) for a small hydroelectric power plant Litomerice. This thesis is the creation of spatial models based on existing drawings. Using these models will be developed with an emphasis on rendering realistic scenes created. An important part of the work output will also be focused primarily on the animation feature demonstrations of technological equipment, handling and maintenance work on the water. A key outcome will be the documentation process of spatial models, realistic rendering and animation.
3D modelling in Blender
Matiášek, Tomáš ; Šedivá, Zuzana (advisor) ; Pour, Jan (referee)
The goal of this work is to create a comprehensive manual for program Blender. The work will guide a beginner user through the process of modelling. Blender is a free software used for creating animations and 3D visualizations which can then be used in the television industry, game industry, movies or commercials. This work in it's introduction mentions benefits and disadvantages of this product and lists similar products available worldwide. The rest of the work is dedicated to creating 3D models and describes scene modelling, texturing, lighting and rendering practices.

National Repository of Grey Literature : 31 records found   beginprevious22 - 31  jump to record:
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