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Real-Time Rendering of a Scene With Many Pedestrians
Pfudl, Václav ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
The aim of this thesis was to implement a software that would be able to render, simulate and record a scene with walking pedestrians in real-time, with emphasis on rendering level of realism. The output of the application could serve as an input test data for people counting systems or similar systems for video recognition. The problem was divided into three major subproblems: character animation, artificial intelligence for character movement and advanced rendering techniques. The character animation problem is solved by the skeletal animation of the model. To achieve the characters moving in a scene autonomously path finding(A* algorithm) and group behaviors(steering behaviors) were implemented. Realism in a scene is added by implemented methods such as normal-mapping, variance shadow-mapping, deffered rendering, skydome, lens flare effect and screen space ambient occlusion. Optimaliaztion of the rendering was implemented using octree data structure for space partitioning. Rendering stage of a scene can be easily parametrized through implemented GUI. Implemented application provides the user with easy way of setting a scene with walking pedestrians, setting its visualization and to record the result.
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Real-Time Rendering of a Scene With Many Pedestrians
Pfudl, Václav ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
The aim of this thesis was to implement a software that would be able to render, simulate and record a scene with walking pedestrians in real-time, with emphasis on rendering level of realism. The output of the application could serve as an input test data for people counting systems or similar systems for video recognition. The problem was divided into three major subproblems: character animation, artificial intelligence for character movement and advanced rendering techniques. The character animation problem is solved by the skeletal animation of the model. To achieve the characters moving in a scene autonomously path finding(A* algorithm) and group behaviors(steering behaviors) were implemented. Realism in a scene is added by implemented methods such as normal-mapping, variance shadow-mapping, deffered rendering, skydome, lens flare effect and screen space ambient occlusion. Optimaliaztion of the rendering was implemented using octree data structure for space partitioning. Rendering stage of a scene can be easily parametrized through implemented GUI. Implemented application provides the user with easy way of setting a scene with walking pedestrians, setting its visualization and to record the result.
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Graphics Demo in OpenGL Controlled by Music
Koza, Tomáš ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
The goal of this thesis was to create graphical demo in OpenGL, which would appropriately react on music, which is inseparable part of graphical demos. Work consists of two main parts, first is programming of real-time graphical engine, second is creating graphical demo which would run on graphical engine created in first part. First part focues on programming of OpenGL based application, which would render scene in real-time using techniques from computer graphics. Second part focuses mainly on graphical activity, which includes 3D modelling, texturing, creating animation and connection to music (reaction of environment and animations to changes in music)
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Benchmark for OpenGL ES 3.0 Devices
Kimer, Tomáš ; Herout, Adam (referee) ; Polok, Lukáš (advisor)
This thesis deals with the development of benchmark application for the OpenGL ES 3.0 devices using the realistic real-time rendering of 3D scenes. The first part covers the history and new features of the OpenGL ES 3.0 graphics library. Next part briefly describes selected algorithms for the realistic real-time rendering of 3D scenes which can be implemented using the new features of the discussed library. The design of benchmark application is covered next, including the design of online result database containing detailed device specifications. The last part covers implementation on Android and Windows platforms and the testing on mobile devices after publishing the application on Google Play. Finally, the results and possibilites of further development are discussed.
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