National Repository of Grey Literature 18 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
L Systems and Their Applications
Koutný, Jiří ; Goldefus, Filip (referee) ; Meduna, Alexandr (advisor)
This master thesis describes deterministic context-free L-systems and its context in procedural modeling, especially in fractal geometry, deals with rewriting technique and its usage for modeling structures similar to plants. Further it describes more complex types of L-systems, especially their context and parametric variations, and shows usage of L-systems in computer graphics and describes its usage for procedural modeling of architecture. At the end of this thesis there are described some other possibilities of usage procedural modeling with L-systems and introduced some extensions of rewriting rules, which will be subject of future research.
Clouds and Hills Generation Using Fractal Geometry
Tůma, Petr ; Zuzaňák, Jiří (referee) ; Venera, Jiří (advisor)
This work is concerned with generation of landscape objects using fractal geometry. In this work is explained what the fractal is and terms associated with them. The other parts describe basic theoretical ideas and implementation of these algorithms. The Capital theme is generation of models clouds and hills in values of input parameters, their presentation and date media saved there. The project includes my algorithm extension for hills generation of course. At the conclusion of this work are summarized tendencies of next development and my results.
Procedural Generation of City Topology
Zvěřina, Lukáš ; Navrátil, Jan (referee) ; Láník, Aleš (advisor)
This bachelor's thesis is about problematique of procedural modeling. It especially tatgets procedural generation of city topology, using fractal geometry, rewriting gramatics using L-systems, OpenGL library for displaying scene and detailed description of approaches in texturing, lighting and other graphics effects.
Endless Cave
Pospíšil, Petr ; Pečiva, Jan (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to implement an application showing an endless cave. The basis of this cave is simplex noise method. On the noise produced by this function is afterwards applied thresholding. Produced grid of points is used like input for marching tetrahedrons algorithm. This algorithm converts volumetric data to boundary representation. Phong reflection model and Bump mapping were used in the application, too, in order to improve the visual quality. The application is based on OpenGL library. The first part of the technical report contains theoretical description of mentioned methods, the second part contains description of implementation.
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.
Synthesis of digital landscape surface data
Šebesta, Michal ; Kahoun, Martin (advisor) ; Křivánek, Jaroslav (referee)
A procedural generation of landscapes often meets a need for real spatial data at finer resolution that data available at the moment. We introduce a method that refines the spatial data at the coarse resolution into the finer resolution utilizing other data sources which are already at the better resolution. We construct weighted local linear statistical models from both the coarse and utility data and use the by- models-learned dependencies between the data sources to predict the needed data at better resolution. To achieve higher computational speed and evade utility data imperfection, we utilize truncated singular value decomposition which reduce a dimensionality of the data space we work with. The~method is highly modifiable and its application shows plausible real-like results. Thanks to this, the method can be of practical use for simulation software development. Powered by TCPDF (www.tcpdf.org)
The process of city block modeling using a procedural programming language
Koucká, Lucie ; Štych, Přemysl (advisor) ; Brůha, Lukáš (referee)
The master thesis deals with a block subdivision into parcels using procedural modeling. The main goal focuses on improving of the existing method called OBB-based Subdivision that uses auxiliary envelopes of rectangle shape for splitting. It is required to adapt the method to Czech conditions as well. The first part focuses on the analysis of scientific publications, which describes the development and current situation of procedural modeling issues. Then the methodology of suggested algorithm is described that tests a change of the envelope to the trapezium shape, respectively to the quadrangle shape. In conclusion, the proposed algorithms are tested on the real data in CityEngine, which offered the possibility of using procedural approach to automatically generate 3D parcels. The whole process is controlled by the limitations of development plans of the selected urban areas. Powered by TCPDF (www.tcpdf.org)
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.
Generalization of LOD2 building models using the aggregation method
Měchurová, Kristýna ; Brůha, Lukáš (advisor) ; Pokorný, Tomáš (referee)
Generalization of LOD2 building models using the aggregation method Abstract The thesis proposes and implements a method of 3D building models aggregation. The procedure achieves global optima by the means of mathematic optimization. Buildings are aggregated according to similarity characteristics typical for LOD2, e. g. roof type. Aggregation process is driven by minimalization of volume changes and of the aggregate count. The optimization problem was implemented as a Python script with optional parameters to meet custom demands of a wide range of users. Input data models of buildings are created by the method of procedural modelling. Its outcome is further restructured into form of continuous blocks. Finally, the visualization procedure is designed and implemented to illustrate the results of optimized aggregation of 3D building models. Keywords: 3D GIS, generalization, aggregation, mathematical optimization, procedural modelling
Procedural building reconstruction from building outlines
Kužel, Vojtěch ; Kahoun, Martin (advisor) ; Beneš, Jan (referee)
This thesis presents a method for fast procedural generation of plausible buildings out of their outlines. There are a few methods in existence varying in their speed and in the amount of detail in their results. All of these methods can be utilized on diverse occasions. The user might prefer speed over complexity or maybe better-looking results over robustness to every input. The method presented in this thesis prefers speed and semi-automatic approach. It takes building outlines as an input along with some user defined parameters such as height, reconstructs the building mass with a general hip roof, and synthetizes plausible textures. The results can be then used for example in flight simulators for fast reconstruction of large urban areas based on the data available through, e.g., Open Street Maps.

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