National Repository of Grey Literature 7 records found  Search took 0.01 seconds. 
3D Game World in OpenGL
Buchta, David ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
Displacement Mapping with Virtual Textures
Čulen, Jozef ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
This thesis describes technique for adding roughness to surface of models called displacement mapping with virtual textures. Efficiency and visual quality of displacement mapping will be compared to normal mapping. Thesis also briefly describes some of lightning models and former techniques for adding details to smooth surface.
3D Game World in OpenGL
Buchta, David ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
Large Scene Rendering
Langer, Lukáš ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
Work discusses rendering of complex scenes and terrain. It's main task is to show the extensive scenery terrain that normally do not fit in the graphic card memory. It introduce the theory of terrain rendering including terrain level of detail algoritms. The paper presents the design and implementation of application that implements dynamic streaming of complex terrain.
Displacement Mapping with Virtual Textures
Čulen, Jozef ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
This thesis describes technique for adding roughness to surface of models called displacement mapping with virtual textures. Efficiency and visual quality of displacement mapping will be compared to normal mapping. Thesis also briefly describes some of lightning models and former techniques for adding details to smooth surface.
Geometrical constructions and regular mosaics
Roubíček, Filip
In the teaching of geometry regular mosaics represent a suitable environment for developing of geometrical imagination and constructing procedures based on the use of isometries in plane. Mosaics are plane tesselations, i.e. coverages of plane by (in most case identical) shapes without gaps and overlaps. The construction of a geometrical mosaic follows from a shape of tiles and their assembling. Analyse of a mosaics is based on identification of its grid and a construction of tiles.

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