National Repository of Grey Literature 5 records found  Search took 0.00 seconds. 
Rendering of Terrain and Water Surface in a Computer Game
Kopecký, Marek ; Kajan, Rudolf (referee) ; Herout, Adam (advisor)
This bachelor's thesis deals with rendering of water and terrain, which is a key part of many computer games and simulations. The resulting application runs fluently and is powered by XNA Framework. Rendering of terrain includes multi-texturing and lighting. The water simulation includes reflection and refraction of ray on water surface. Foam is rendered on the bank of water. Water waves are computed using the inverse discrete Fourier transform.
Simulation of Water Waves in Real-Time
Pilch, Martin ; Polok, Lukáš (referee) ; Herout, Adam (advisor)
Task of this thesis is creation of real-time simulation of the water waves. It is implemented on Mac OS X platform using OpenGL. This thesis is based on height map surface. Heigh map is computed by suming of sinusoids with complex, time-based amplitudes. Fast Fourier transformation, Phillips spectrum and gauss random generator are used to solve this problem. The thesis is also implemented on iOS platform and optimized to run on mobile devices thanks to using programmable graphic pipeline and other drawing and computing optimizations.
Water Surface Visualization
Kliš, Michal ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
The aim of this work is to investigate and implement methods for real-time simulation and visualization of large water bodies. The knowledge gained from the research is further exploited in the implementation of a specific application used for ocean simulation. Among the methods discussed is the spectral method. The text will offer the reader, in addition to the actual introduction to this method, various insights to focus on in its implementation.
Rendering of Terrain and Water Surface in a Computer Game
Kopecký, Marek ; Kajan, Rudolf (referee) ; Herout, Adam (advisor)
This bachelor's thesis deals with rendering of water and terrain, which is a key part of many computer games and simulations. The resulting application runs fluently and is powered by XNA Framework. Rendering of terrain includes multi-texturing and lighting. The water simulation includes reflection and refraction of ray on water surface. Foam is rendered on the bank of water. Water waves are computed using the inverse discrete Fourier transform.
Simulation of Water Waves in Real-Time
Pilch, Martin ; Polok, Lukáš (referee) ; Herout, Adam (advisor)
Task of this thesis is creation of real-time simulation of the water waves. It is implemented on Mac OS X platform using OpenGL. This thesis is based on height map surface. Heigh map is computed by suming of sinusoids with complex, time-based amplitudes. Fast Fourier transformation, Phillips spectrum and gauss random generator are used to solve this problem. The thesis is also implemented on iOS platform and optimized to run on mobile devices thanks to using programmable graphic pipeline and other drawing and computing optimizations.

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