National Repository of Grey Literature 10 records found  Search took 0.01 seconds. 
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
GUI Library on SDL2 Platform Designed for Games
Staněk, Jan ; Grochol, David (referee) ; Záň, Drahoslav (advisor)
This thesis examines the graphical user interfaces in computer games as a medium for communication between the user and the application. Then it describes the design and implementation of generic user interface using the SDL2 platform and the OpenGL specification.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Physical Simulation in VR
Pacáková, Gabriela ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
The main aim of this thesis is to introduce the reader to the theory and the implementation of a virtual reality application which uses HTC Vive headset and BulletPhysics engine. It describes the integration of BulletPhysics and OpenVR SDK with OpenGL. The result of this integration is a simple bowling game in VR that uses all the aforementioned resources and provides the user with an entertaining VR experience as well as a deeper understanding of computer graphics and VR principles.
Terrain Rendering on Top of Vulkan API
Méry, Jozef ; Starka, Tomáš (referee) ; Káčerik, Martin (advisor)
This thesis describes a framework, which has the ability to create and draw a procedural terrain using Vulkan API. It includes a simple introduction to the theory of procedural generation and description of systems for example entity or event system. The goal of this thesis isn't investigating various procedural terrain generation techniques. The purpose of the terrain is a visual demonstration of functionality of the framework.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Terrain Rendering on Top of Vulkan API
Méry, Jozef ; Starka, Tomáš (referee) ; Káčerik, Martin (advisor)
This thesis describes a framework, which has the ability to create and draw a procedural terrain using Vulkan API. It includes a simple introduction to the theory of procedural generation and description of systems for example entity or event system. The goal of this thesis isn't investigating various procedural terrain generation techniques. The purpose of the terrain is a visual demonstration of functionality of the framework.
Physical Simulation in VR
Pacáková, Gabriela ; Milet, Tomáš (referee) ; Kobrtek, Jozef (advisor)
The main aim of this thesis is to introduce the reader to the theory and the implementation of a virtual reality application which uses HTC Vive headset and BulletPhysics engine. It describes the integration of BulletPhysics and OpenVR SDK with OpenGL. The result of this integration is a simple bowling game in VR that uses all the aforementioned resources and provides the user with an entertaining VR experience as well as a deeper understanding of computer graphics and VR principles.
GUI Library on SDL2 Platform Designed for Games
Staněk, Jan ; Grochol, David (referee) ; Záň, Drahoslav (advisor)
This thesis examines the graphical user interfaces in computer games as a medium for communication between the user and the application. Then it describes the design and implementation of generic user interface using the SDL2 platform and the OpenGL specification.

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