National Repository of Grey Literature 63 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Automata Applied in Visual Arts
Albrecht, Kryštof ; Havel, Martin (referee) ; Meduna, Alexandr (advisor)
Tato práce představuje nový programovací jazyk, určený ke kompozici dvourozměrných vizuálních efektů. Jazyk je založen na upravené verzi celulárních automatů navržené pro kompozici. Hlavní platformou, kde efekty mají běžet, je herní engine Godot, kde jsou efekty realizovány pomocí fragment shaderů.
Game Demo with Non-Trivial World Rendering
Sila, Alexander ; Čižmarik, Roman (referee) ; Milet, Tomáš (advisor)
The aim of this work is to utilize non-trivial rendering methods to create new gameplay mechanics that utilize unusual portal displays. The solution to this problem is primarily based on the utilization of the stencil buffer, which is used for creating 2D effects, thus it is commonly employed in rendering flat portals. However, in this work, this effect is employed for spherical portals in a 3D space. Additionally, this unconventional type of portal intersects dimensions of worlds within the gaming environment. Game objects that appear at the boundary of these dimensions are partially rendered, including modified shadows. The concept of this game is set in a procedurally generated world, utilizing the Unity job system for parallel generation. Enemy artificial intelligence utilizes a virtual navigation space to move within this complex environment. Furthermore, the game is enhanced with inventory management, advanced animation system, world saving, and many other functionalities. The outcome of this work is a fully playable game demo that brings an innovative approach to game design and expands the possibilities of this genre.
Vertex and Pixel Shaders for 3D Visualization of grass
Dokoupil, Martin ; Chudý, Peter (referee) ; Kršek, Přemysl (advisor)
This thesis describes the way to create three-dimensional visualization of grass in computer graphic. Contains progress of grass visualization from past to present. Contains shader intro and its use for visualization. Text mention scene graph which has been used for implementation. Text describes three levels of detail and implemetation of waving grass. Text compares frame speed for each level of grass and frame speed for complete visualized grass.
GLSL Based Engine
Šlesár, Michal ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Creating a graphical application running on a GPU typically involves configuring the GPU, creating and configuring the required objects, and then implementing the application's behavior itself. The aim of this work is to create a tool that would automate this configuration using the OpenGL application interface. As a result, the user would not have to waste time configuring and could quickly create and prototype graphics applications. In addition, the created tool adds new functionality to the application that is not native or supported on the GPU, such as working with a mouse and keyboard.
Realtime Weather in a Landscape Visualisation
Vlček, Adam ; Jošth, Radovan (referee) ; Seeman, Michal (advisor)
Thanks to the increasing computation power the complexity and dynamism of virtual reality is continuously improving. This work aims to examine influences of weather in a landscape and the means to simulate and dynamically visualize them in real time on the current personal computer hardware. The main goal is to find quick well looking approximations rather than a complex physically correct simulation. The work covers using modern programmable GPU not only for visualization but also as a powerful simulation instrument. The main topic is water movement in the terrain and its effects on it like erosion, snow melting and moisture impact on vegetation. This requires dynamic terrain texturing and algorithms supporting fast geometry and normals updates.
Performance Evaluation of Graphics Accelerator
Vanek, Juraj ; Jošth, Radovan (referee) ; Herout, Adam (advisor)
This paper deals with possibilities and functions of modern graphic accelerators and with measuring performance under OpenGL interface. Widespread algorithms to render scene in real-time are used. It focuses on how to test every part of accelerator's graphic pipeline as well as measure performance in rendering of advanced effects and theoretical speed at general purpose calculations through graphic processor. This testing is realized by implementing multiple test series and their further evaluation. Final application enables setting of test parameters and outputs a score, by which is possible to judge accelerator's performance in comparison among themselves.
Debugging Tool for Shaders
Konečný, Jiří ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
Displaying 3D Graphics in Web Browser
Zvěřina, Jiří ; Herout, Adam (referee) ; Španěl, Michal (advisor)
This Bachelor's thesis deals with design and implementation of application displaying car's diagnostic information using 3D visualization. Application allows real-time displaying of warnings related to car parts malfunctions, such as engine failure, or low tire pressure. Aplication is based on WebGL technology, Three.js library and runs in a web browser.
Hierarchical Techniques in Lighting Computation
Ligmajer, Jiří ; Polok, Lukáš (referee) ; Navrátil, Jan (advisor)
This master thesis deals with description of hierarchical techniques in global lighting computation. Here is explaining the importance of hierarchical techniques in lighting computation and shows method, how to use these hierarchical techniques in realtime radiosity and its extension to dynamic area lighting. These two techniques are described in detail in the first part of this project. In the other part is desing and implementation of application for dynamic area lighting computation.
Distributed Rendering on WebGL Platform
Svačina, Lukáš ; Navrátil, Jan (referee) ; Šolony, Marek (advisor)
Bachelor thesis deals with the research and the usage possibilities of modern web browsers from the view of 3D graphics and data distribution. In the research were used the new HTML5 standard technologies, such as the WebGL technology for low level graphics together with direct programming of the card shaders or XHR2 technology for asynchronous binary data transfers. The objective of the thesis is to implement a simple distributed 3D graphics renderer by application of these technologies.

National Repository of Grey Literature : 63 records found   1 - 10nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.