National Repository of Grey Literature 14 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Skeletal Animation for GPUengine
Minařík, Antonín ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.
Set of Procedurally Generated Efects
Barvíř, Marek ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor thesis deals with creation of a library for procedural generated effects. The paper describes techniques used for creating effects such as: laser, electric arc, energetic shot and shield. The result is a demonstration application which uses designed libraries with pre-prepared scene.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Generating of Voxel Scenes
Venhoda, Lukáš ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
This batcherlor's thesis deals with the implementation of application, which generates voxel scenes that can be edited, or saved to a file. The work describes generating of terrain by using Perlin noise, converting voxel list to Sparse Voxel Octree structure, and a method of editing of this structure with picking voxels by using ray picking algorithm.
Game in OpenGL
Hranáč, Pavel ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to create a custom game with an AI opponent. The theoretical part of the thesis deals mainly with artificial intelligence in games in general. The game's graphics are three-dimensional and use the OpenGL API and the GPUEngine graphics library. The created game is a turn-based strategy game similar to chess, offering computer opponents of various difficulties using a custom modification of the Minimax strategy with a complex heuristic. The game also offers local multiplayer. The results of this thesis can serve as inspiration or a basis for the study of artificial intelligence in games.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
Particle Module for GPUEngine
Sobol, Jan ; Chlubna, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to implement a particle module that will be extending the GPUEngine graphic toolkit. Particle module is an interface, used for creating particle systems. The module is designed as a complex of extendable classes, to which an user adds his own implementation. This thesis analyses realization techniques of particle systems. It covers the way of preserving data, from which the techniques Array of Structures and Structure of Arrays are implemented. The thesis deals with differences between particle system simulation from CPU and simulation from GPU, it provides tools for these simulations. The result of this thesis is a reusable library, allowing the creation of particle systems, made not only for typical visual use, known from the computer games, but also for simulations and procedural modeling. Demonstrational app with representative particle systems, prepared in advance, is included too.
Game in OpenGL
Hranáč, Pavel ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to create a custom game with an AI opponent. The theoretical part of the thesis deals mainly with artificial intelligence in games in general. The game's graphics are three-dimensional and use the OpenGL API and the GPUEngine graphics library. The created game is a turn-based strategy game similar to chess, offering computer opponents of various difficulties using a custom modification of the Minimax strategy with a complex heuristic. The game also offers local multiplayer. The results of this thesis can serve as inspiration or a basis for the study of artificial intelligence in games.
Particle Module for GPUEngine
Sobol, Jan ; Chlubna, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to implement a particle module that will be extending the GPUEngine graphic toolkit. Particle module is an interface, used for creating particle systems. The module is designed as a complex of extendable classes, to which an user adds his own implementation. This thesis analyses realization techniques of particle systems. It covers the way of preserving data, from which the techniques Array of Structures and Structure of Arrays are implemented. The thesis deals with differences between particle system simulation from CPU and simulation from GPU, it provides tools for these simulations. The result of this thesis is a reusable library, allowing the creation of particle systems, made not only for typical visual use, known from the computer games, but also for simulations and procedural modeling. Demonstrational app with representative particle systems, prepared in advance, is included too.
LOD for GPUEngine
Staněk, Jan ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.

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