National Repository of Grey Literature 13 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Design of a computer mouse
Uhlíř, Filip ; Sládek, Josef (referee) ; Rajlich, Jan (advisor)
In this bachelor’s thesis is solved a concept of computer mouse which is designed for a small field of computer graphics and 3D graphics. My objective was design novel concept of mouse that exceed the existing production by her visage and functionality. This project contains analysis and description of technology applied in mouse and theirs historical development. Second part is dedicated to my concept, variations and its specifications.
Realistic Visualization of Environment in Computer Games
Jozefov, David ; Bartoň, Radek (referee) ; Mikolov, Tomáš (advisor)
This bachelor thesis shows the basics of landscape rendering in computer games. It explains fundamental principles of computer graphics creation and implementation of the three parts of the landscape - terrain, water surface and the sky. In more detail it describes Brute force and ROAM algorithms for terrain rendering and compares the achieved results of the both of them.
Seamless Patches for GPU-Based Terrain Rendering Algorithm Implementation
Jozefov, David ; Polok, Lukáš (referee) ; Bartoň, Radek (advisor)
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of detail. It describes two currently most used graphical application interfaces and high-level libraries that use them and summarizes principles and features of several level-of-detail algorithms for terrain rendering. In more detail it then describes the implementation of Seamless patches for GPU-based terrain rendering algorithm.
Interactive web applications supporting education of 3D graphics
Priščák, Jaroslav ; Mokrý, Ondřej (referee) ; Rajmic, Pavel (advisor)
The use of interactive web applications has the potential to significantly improve the teaching of 3D computer graphics. By taking advantage of the convenience and accessibility of the web, these applications can provide students with more engaging and interactive learning. This thesis explores the development of such applications to help understand the fundamentals required for calculations such as normal vectors and tangent planes. Further, the thesis describes Phong's illumination model, the environmental and material parameters that affect the resulting light reflection. It then describes the different shading models such as flat, Gouraud and Phong shading models, describing the various advantages and disadvantages, the differences in computational complexity in determining the color of a fragment and individual pixels. It also explains the code on which these applets are built.
Real-time strategy game with artificial intelligence
Fanta, Petr ; Balyo, Tomáš (advisor) ; Dvořák, Filip (referee)
The aim of this thesis is to create a real-time strategy game with artificial intelligence in 3D environment. The thesis includes theoretical analysis of combat real-time strategy games, methods for implementing artificial intelligence in this kind of games, and the basic knowledge of 3D environment implementation. A simple 3D real-time strategy game with artificial intelligence has been implemented as a part of this this thesis.
Third-person flight action game with map generator
Nevolová, Kateřina ; Balyo, Tomáš (advisor) ; Krajíček, Václav (referee)
The goal of this thesis was to design and create a third-person flight action game in 3D. The theoretical part of this work includes analysis of the action game environment, the concept of the physical model for the use in movement and orientation in 3D, discussion about artificial intelligence used in this genre and specification of own map format. This work also includes the implementation of such game with a compatible map generator.
Seamless Patches for GPU-Based Terrain Rendering Algorithm Implementation
Jozefov, David ; Polok, Lukáš (referee) ; Bartoň, Radek (advisor)
This master's thesis deals with terrain rendering using a modern algorithm for adaptive level of detail. It describes two currently most used graphical application interfaces and high-level libraries that use them and summarizes principles and features of several level-of-detail algorithms for terrain rendering. In more detail it then describes the implementation of Seamless patches for GPU-based terrain rendering algorithm.
Mobile 3D mesh viewer
Pikora, Jindřich ; Pelikán, Josef (advisor) ; Dupej, Ján (referee)
This thesis deals with the development of MorphoView application for An- droid mobile devices. The application can be used for viewing triangular meshes with texture and possibly other attributes. It will be used primarily for data pre- sentation in geometric morphometry (facial scans, palate). During development, emphasis was placed on robustness, ease of use and the possibility of easy future expansion of other data layers. A client-server system has been designed and implemented, in which models are downloaded from the server to the mobile de- vice as needed. Easy distribution of access information uses QR codes, privacy of scanned individuals is sufficiently protected. The author of the thesis developed a complete client part, not a server.
Procedural placement of 3D objects
Hojdar, Štěpán ; Křivánek, Jaroslav (advisor) ; Kahoun, Martin (referee)
3D modelling in computer graphics often requires placing a big number of objects into the scene. This may be tedious or even impossible if done manually. A few programs exist to perform this task automatically but most of them are either too slow to place the required number of objects or too difficult to use for a non-expert user. We expand the already existing Corona Scatter program which is fast and user friendly but lacks in terms of functionality. We implement scattering regular patterns, scattering along spline objects and the ability to use spline objects to locally modify the distribution properties.
Third-person flight action game with map generator
Nevolová, Kateřina ; Balyo, Tomáš (advisor) ; Krajíček, Václav (referee)
The goal of this thesis was to design and create a third-person flight action game in 3D. The theoretical part of this work includes analysis of the action game environment, the concept of the physical model for the use in movement and orientation in 3D, discussion about artificial intelligence used in this genre and specification of own map format. This work also includes the implementation of such game with a compatible map generator.

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