National Repository of Grey Literature 107 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Multispectral Map Building in Mobile Robotics
Burian, František ; Mazal,, Jan (referee) ; Zemčík, Pavel (referee) ; Žalud, Luděk (advisor)
The dissertation deals with utilisation of multispectral optical measurement for data fusion that may be used for visual telepresence and indoor/outdoor mapping by heterogeneous mobile robotic system. Optical proximity sensors, thermal imagers, and tricolour cameras are used for the fusion. The described algorithms are optimised to work in real-time and implemented on CASSANDRA robotic system made by our robotic research group.
VR Interactive Application
Novotný, Miroslav ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.  
WebGL Engine Exploitation for Rendering of Automobiles
Macků, Jiří ; Kobrtek, Jozef (referee) ; Tóth, Michal (advisor)
This paper deals with rendering of automobiles with use of WebGL technology. Aim of this paper is proposal and implementation of method for realistic and stylized rendering of 3D models of automobiles for internal use as a simple preview of automobile in development and presentation or for use in infotainment systems directly in automobiles. Part of this paper is implementation and outline of reachable options and properties of such implementation. This paper is created in cooperation with company SKODA AUTO a.s.
The making of 3D electronics catalogs
Spousta, Martin ; Dvořák,, Jiří (referee) ; Dvořák, Jiří (advisor)
This Bachelor thesis deals with problems of making 3D electronics catalogues for their widely usage. It contains the description of current level of electronics catalogues, theoretical solution of the problem with description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
Complex Scene Rendering on Mobile Devices
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.
3D Object Rendering into Real Environments Using Mobile Devices
Švehla, Ján ; Zahrádka, Jiří (referee) ; Beran, Vítězslav (advisor)
Tato bakalářská práce je zaměřená na problémy vyskytující se při tvorbě aplikace pro mobilní zařízení využívající rozšířenou realitu. Jako vyvíjená aplikace byla zvolena jednoduchá strategická hra. Tato práce provede čtenáře základními tématami a problémy rozšířené reality, jejího využití a možnostech na mobilních zařízeních a samotným návrhem a implementací vyvíjené aplikace. Výsledek této práce je možno využít pro vývoj mobilních her nebo obecních aplikací využívajících rozšířenou realitu.
Light Propagation Volumes
Růžička, Tomáš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
The aim of master thesis is to describe different calculation of global illumination methods including Light Propagation Volumes. All three steps of LPV calculation are widely described: injection, propagation and rendering. It is also proposed several custom extensions improving graphics quality of this method. Two parts of design and implementation are focused on scene description, rendering system, shadow rendering, implementation of LPV method and proposed extensions. As conclusion, measurement and several images of application are presented, followed by comparison in environment with diffenent parameters, thesis summary with evaluation of achieved results and suggestions of further improvements.
Fast Visualization of Precise Shadows Using Precomputed Scene Geometry
Mikeš, Tibor ; Milet, Tomáš (referee) ; Pečiva, Jan (advisor)
The aim of this bachelor's thesis is to design and implement an effective method of rendering per-pixel correct hard shadows in scenes with static geometry. The principle of the method is in separate rendering of shadowed and lit surfaces. Whether a triangle is in shadow or not is known prior to its rasterization, which allows the renderer to omit per-fragment shadow calculations. Rendering a scene in this way requires it to be preprocessed. Therefore, two possible ways of preprocessing the scenes are described and implemented as well.
Image Processing in FPGA
Maršík, Lukáš ; Španěl, Michal (referee) ; Zemčík, Pavel (advisor)
This bachelor's thesis presents a hardware realization of graphic algorithm for rendering objects described with 3D point clouds - a spatial objects representation. An FPGA (Field-Programmable Gate Array) chip coupled with a DSP (Digital Signal Processor) creates basement for implementation of function units. Is possible to decrease overall computation time by using more than one of that pair. That mean so simple distribution of load is used. The input graphical data is 3D point clouds - sets of points which are transformed into oriented circles just for purpose of rendering. Result of projection of that elements are ellipses. Such graphical representation seems to be more suitable for many purposes than the most commonly used triangle meshes. The implementation equivalent to concept is described too.
Library for OSM Rendering on Smartphones
Vaďura, David ; Brejcha, Jan (referee) ; Herout, Adam (advisor)
The aim of my work was to design and implement a vector map rendering library for mobile phones. The source of the data for the library is the project OpenStreetMap. The library must include these functions: loading and caching of tiles, support for online and offline maps, rendering of all geometry types and possibility to define custom map style. The proposed architecture uses a hybrid approach to presenting the map. Base features are rendered into texture upon loading them. Layers containing text or icons are rendered in real-time above the base map. This enables them to rotate and it ensures that the text stays readable even when zoomed in. The resulting library was implemented in C++ using OpenGL ES for hardware accelerated rendering. It works on both iOS and Android, and it is designed in such a way, that it can be easily used by individuals and companies.

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