National Repository of Grey Literature 13 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.
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.
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.
Procedural terrain modeling using polygonal sketching
Knotek, Jaroslav ; Kahoun, Martin (advisor) ; Beneš, Jan (referee)
This work presents a method of virtual terrain sketching using polygons where each polygon represents a feature of the terrain. Each feature is generated to a layer and the resulting terrain is then obtained by merging those layers. It can be further edited by convolution brushes, eroded, or have a river drainage generated. The final result can be previewed in 3D. The implementation allows a user to save and load the project as well as export the final height map.
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)
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)

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