National Repository of Grey Literature 9 records found  Search took 0.00 seconds. 
Physics Simulation on GPU
Hanzl, Martin ; Nečas, Ondřej (referee) ; Polok, Lukáš (advisor)
This bachelor's thesis focuses on rigid body dynamics simulation accelerated via GPU. Main subject of this thesis is analysis of physical processes during collisions and presentation of their mathematical models. It includes individual algorithms that present general principles of individual collision variants. Subsequetly it suggests also general parallel algorithm for collision handling. Part of the paper is test application that shows implementation of suggested algorithm.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Complex Animation in 3D Studio Max
Černý, Miloš ; Pečiva, Jan (referee) ; Přibyl, Jaroslav (advisor)
The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.
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.
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.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Physics Simulation on GPU
Hanzl, Martin ; Nečas, Ondřej (referee) ; Polok, Lukáš (advisor)
This bachelor's thesis focuses on rigid body dynamics simulation accelerated via GPU. Main subject of this thesis is analysis of physical processes during collisions and presentation of their mathematical models. It includes individual algorithms that present general principles of individual collision variants. Subsequetly it suggests also general parallel algorithm for collision handling. Part of the paper is test application that shows implementation of suggested algorithm.
Complex Animation in 3D Studio Max
Černý, Miloš ; Pečiva, Jan (referee) ; Přibyl, Jaroslav (advisor)
The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.

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