National Repository of Grey Literature 101 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Graphics Intro 64kB Using OpenGL
Peňáz, Martin ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This bachelor’s thesis deals with the solution of graphics intro with limited size of 64kB. The work describes methods used for creation of graphics intro. It deals with procedural generation, compiler settings and final compression by exe packer application.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Terrain Generation and Adjustement
Oplatek, Tomáš ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
The goal of this thesis was to create an application, which allows the end user to generate any area on earth as a 3D map, which they could look at and get to know, before they set out on a journey there. The application was developed as a desktop application in the C++ language with the use of OpenGL to render the result and Qt framework for user interface. Added value of this application is, that it allows to set for example the density of vegetation, so that small paths, that are usually hidden are visible and it provides real paths even in lesser known areas.
Volumetric Clouds
Barvíř, Marek ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
This master thesis deals with creation of library for volumetric clouds. The paper describes specific techniques for creation and rendering volumetric clouds as clouds and atmospheric scattering. For rendering this type of effects we have to cover theory for participating media.
Procedural Generation and Simulation of 2D Gaming World
Dubský, Tomáš ; Kocur, Viktor (referee) ; Chlubna, Tomáš (advisor)
Cílem práce je implementace procedurálního generování a simulace dvojdimenzionálního herního světa. Herní svět je tvořen nekonečnou mřížkou malých dlaždic. Tyto dlaždice jsou seskupeny do částí, takže svět je generován a simulován pouze pro ty části, které jsou poblíž hráče. Generovaný terén se skládá z několika biomů a podzemních jeskyní. Kapaliny, plyny nebo třeba růst trávy patří mezi procesy, které jsou simulovány.
Graphics Intro 64kB Using OpenGL
Ptáček, Lukáš ; Havel, Jiří (referee) ; Herout, Adam (advisor)
This work describes problems of creation of graphic intro of limited size. It discusses the design and creation of individual parts of intro. Describes the principle of procedural generation of objects and textures, simple physical simulation with particles, tree and vegetation generating, rendering water surface with reflection and glint and storm rendering. There is also described some processing power optimalizations.
3D Game in Unity with Music Analysis
Majcher, Marek ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with various methods of analysis of sound signals, Unity engine and procedural generation of graphics. The main goal was to create a working game that would demonstrate music analysis in an appropriate way using procedural generation of graphics. Important graphical medium, that collaborates on final graphical effect, are various graphic shaders that mold final audiovisual effect thus making it interesting for the player.
Procedural Track Generator
Ončo, Michael ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis deals with procedural generation of an obstacle course for a game in which the player has to overcome these obstacles. It researches suitable ways of generating such course. Within the scope of this research the thesis studies basic traits of noises and grammars. Furthermore it mainly focuses on grammars, L-systems and their attributes. Output of this bachelor's thesis is an application generating the obstacle course, visualizing its geometry using OpenGL and enabling movement through it.
Procedural Generation of Cities
Bílý, Kristián ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Bachelor thesis is about procedural city generation. It's goal is to design, implement and test application, that is capable of city generation in user's terrain. The work uses L-Systems for generating road network. It also focuses on variation of building models. Final application is capable of city generation. Application properly reacts to user's input. User's input is basic city structure and terrain.
Language for Procedural Generation
Dobiáš, Roman ; Káčerik, Martin (referee) ; Milet, Tomáš (advisor)
This thesis deals with designing and implementing a library with language devoted to procedural generation extending L-systems. Emphasis is put on practical usage of the library which is aimed to be used by a wide spectrum of real-world applications, especially by 3D rendering engines and editors. The thesis covers theory of procedural generation, L-systems, theory of compilers, and design and implementation of the library. In conclusion, case study projects are introduced which embed the library and numerous examples are given.

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