National Repository of Grey Literature 17 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Creation of the Graphic Library for VST Plug-Ins
Dufka, Filip ; Kříž, Petr (referee) ; Přikryl, Lubor (advisor)
Master‘s thesis covers use of graphical user interface in audio plug-ins. In first part structure and rendering techniques of audio plug-ins graphical libraries are described. Their efficiency and their way of memory utilization is questioned. Next part puts these techniques in comparison with the state of the art methods used in computer graphics and gaming industry. Their possible use in audio graphical interafaces is analyzed. In the following part, thesis finds solutions to uneffective methods in frequently used situations by presenting deferred shading into audio parameter editor with the goal of photorealistic rendering. Second introduced technique of „Knob Normal Maps“ reduces number of images needed for rendering of turning knob from hundereds to six with comparable results. Goal of diploma thesis was to create graphical library. Graphical library with name RealBox was created, and introduced techniques are the core features. Library reduces work needed to achieve graphical user interfaces for 2D and 3D cases of use. Full class and method documentation for RealBox library was assembled. Library was tested during creation of three VST plugins, with different approaches and emphasis on quick work and fine rendering. Graphical library offers new, faster way of creating audio plug-in interfaces.
Deferred Shading
Starý, Petr ; Švub, Miroslav (referee) ; Jošth, Radovan (advisor)
Work deals with design and implementation a tutorial for demonstration deferred shading technique and its possibilities. It explains lighting and shading principles in intuitive and interactive way. Deferred shading is a technique which determines pixel color after the geometry rasterization of the entire scene. In other words the processing of geometry does not interfere with the shading process.
Animated Underwater Skybox Using OpenGL
Lagová, Lenka ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This bachelor thesis deals with the solution of animated underwater skybox using OpenGL. The work contains an introduction to OpenGL, describes graphic techniques which are used for rendering and describes methods for procedural generating of objects and textures.
Terrain Generation and Adjustement
Oplatek, Tomáš ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
The goal of this thesis was to create an application, which allows the end user to generate any area on earth as a 3D map, which they could look at and get to know, before they set out on a journey there. The application was developed as a desktop application in the C++ language with the use of OpenGL to render the result and Qt framework for user interface. Added value of this application is, that it allows to set for example the density of vegetation, so that small paths, that are usually hidden are visible and it provides real paths even in lesser known areas.
Photon Splatting Using a View-Sample Cluster Hierarchy
Kiss, Marcel ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with the techniques of global illumination of the scene. The theoretical part discusses various techniques, focusing on processing in real-time using various optimization methods. It focuses to the technology of photon splatting using view sample cluster hierarchy. The main part is analysis, implenetation and measurement of mentioned method.
Survival Game in Procedurally Generated World
Macháček, Luboš ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
Project is about developing a 3D computer game using procedural generation for game world creation. The development includes a game engine which powers the game. Various experimental approaches and mechanics are used during the development to find out their usability in practice.
Scene Rendering in Modern Computer Games
Wilczák, Martin ; Šolony, Marek (referee) ; Kajan, Rudolf (advisor)
This thesis describes methods for lighting calculations of large scenes used in modern computer games. Forward shading and deferred shading methods are discussed and compared. Capabilities of raytracing are shortly described. There are some information about various methods for casting shadows, simulation of particle systems and applying post-processing effects. In the end there is a design of architecture for rendering complex scenes with use of XNA and description of implementation used in resulting game.
Efficient Computation of Lighting
Kubovčík, Tomáš ; Pečiva, Jan (referee) ; Milet, Tomáš (advisor)
This bachelor's thesis deals with efficient computation of lighting in graphics scenes containing many light sources. Basic lighting calculation techniques as well as techniques derived from them will be introduced. The main goal of this thesis is to investigate tiled shading and its optimalizations described more in detail in both theoretical and practical sections. Concluding part consists of experiments performed on this techniques measuring their efficiency as well as implementation details of some interesting or important parts of them.
Terrain Generation and Adjustement
Oplatek, Tomáš ; Matýšek, Michal (referee) ; Starka, Tomáš (advisor)
The goal of this thesis was to create an application, which allows the end user to generate any area on earth as a 3D map, which they could look at and get to know, before they set out on a journey there. The application was developed as a desktop application in the C++ language with the use of OpenGL to render the result and Qt framework for user interface. Added value of this application is, that it allows to set for example the density of vegetation, so that small paths, that are usually hidden are visible and it provides real paths even in lesser known areas.
Photon Splatting Using a View-Sample Cluster Hierarchy
Kiss, Marcel ; Starka, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis deals with the techniques of global illumination of the scene. The theoretical part discusses various techniques, focusing on processing in real-time using various optimization methods. It focuses to the technology of photon splatting using view sample cluster hierarchy. The main part is analysis, implenetation and measurement of mentioned method.

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