National Repository of Grey Literature 15 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Real-Time Rendering of a Scene With Many Pedestrians
Pfudl, Václav ; Milet, Tomáš (referee) ; Herout, Adam (advisor)
The aim of this thesis was to implement a software that would be able to render, simulate and record a scene with walking pedestrians in real-time, with emphasis on rendering level of realism. The output of the application could serve as an input test data for people counting systems or similar systems for video recognition. The problem was divided into three major subproblems: character animation, artificial intelligence for character movement and advanced rendering techniques. The character animation problem is solved by the skeletal animation of the model. To achieve the characters moving in a scene autonomously path finding(A* algorithm) and group behaviors(steering behaviors) were implemented. Realism in a scene is added by implemented methods such as normal-mapping, variance shadow-mapping, deffered rendering, skydome, lens flare effect and screen space ambient occlusion. Optimaliaztion of the rendering was implemented using octree data structure for space partitioning. Rendering stage of a scene can be easily parametrized through implemented GUI. Implemented application provides the user with easy way of setting a scene with walking pedestrians, setting its visualization and to record the result.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Visualisation of Path-Planning
Vozák, Petr ; Orság, Filip (referee) ; Rozman, Jaroslav (advisor)
This thesis deals with sampling-based algorithms for nonholonomic (mainly car robot) and flexible robot path planning. Theoretical principles of probabilistic path finding and its implementation detail are discussed here. Java applets for visualization of algorithms and web pages are include on the CD.
Visualisation of Path-Finding for Robot
Kvasnica, Miroslav ; Orság, Filip (referee) ; Rozman, Jaroslav (advisor)
This thesis deals with sampling-based algorithms for robot path planning. Theoretical principles of probabilistic path finding and its implementation details are discussed here. The second part focuses on individual algorithms - PRM, EST, RRT and SRT and its modifications. Java applets for visualisation of algorithms and web pages related with sampling-based algorithms are included on the CD.
3D Game in Unity with Music Analysis
Petrjanoš, Jakub ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis is about music analysis and it's usage in game development in game engine Unity. With help of music analysis there is implemented path finding in procedural generated terrain. In development were used experimental methods and result is game, which generates path based on chosen song through procedural generated terrain and visualizes music.
From abstract to executable plans
Wiesner, Robert ; Barták, Roman (advisor) ; Švancara, Jiří (referee)
This thesis delves into postprocesing on plans for Multi Agent Path Finding. The intent behind postprocesing is to chang the plans so they can be performed by real robots. Changes include reduction in wasted time and introduction of robustness. This thesis proposes five algorithms (later extended to ten), through which MAPF plans are being transfered to a significantly lower level of abstraction. Results were tested on sixty plans created by MAPF solver MAPF Scenatio over five maps. Some resulting plans were tested in real life on robots Ozobot Evo. Results indicate that significantly lower makespan and greater robustness can be achieved through postprocessing. This study also indicates that various algorithms are more effective for certain types of plans.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Smart Traffic Intersection
Škopková, Věra ; Barták, Roman (advisor) ; Forst, Libor (referee)
This thesis is concerned with the problem of planning paths for autonomous cars through a smart traffic intersection. In this thesis, we describe existing concepts for solving this problem and discuss the possibilities of approaching intersection problems theoretically. Then, we choose one specific approach and design a declarative model for solving the problem. We use that model to perform a series of theoretical experiments to test the throughput and the quality of intersection paths described by different graphs. After that, we translate theoretical plans to actions for real robots and run it. In these experiments, we measure the degree of robots desynchronization and performance success of the plans based on the collision rate. We also describe how to improve action translation to achieve better performance than that for real robots following the straightforward plans.
3D Game in Unity with Music Analysis
Petrjanoš, Jakub ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
This thesis is about music analysis and it's usage in game development in game engine Unity. With help of music analysis there is implemented path finding in procedural generated terrain. In development were used experimental methods and result is game, which generates path based on chosen song through procedural generated terrain and visualizes music.
Multi-agent Path Finding on Ozobots
Krasičenko, Ivan ; Barták, Roman (advisor) ; Hric, Jan (referee)
BAKALÁŘSKÁ PRÁCE Ivan Krasičenko Multiagentní hledání cest na Ozobotech Katedra teoretické informatiky a matematické logiky Vedoucí bakalářské práce: prof. RNDr. Roman Barták, Ph.D. Studijní program: Informatika Studijní obor: Programování a softwarové systémy Praha 2018 Prohlašuji, že jsem tuto bakalářskou práci vypracoval(a) samostatně a výhradně s použitím citovaných pramenů, literatury a dalších odborných zdrojů. Beru na vědomí, že se na moji práci vztahují práva a povinnosti vyplývající ze zákona č. 121/2000 Sb., autorského zákona v platném znění, zejména skutečnost, že Univerzita Karlova má právo na uzavření licenční smlouvy o užití této práce jako školního díla podle §60 odst. 1 autorského zákona. V ........ dne ............ Podpis autora i Chtěl bych poděkovat rodičům, že mě vždy podporovali. Bohu, že mě v tom nenechavá samotného. Učitelem ze školy za jejich trpělivost a přívětivost. Všem spolužákům a spolubydlícím se kterými jsem měl tu čest trávit čas. ii Název práce: Multiagentní hledání cest na Ozobotech Autor: Ivan Krasičenko Katedra: Katedra teoretické informatiky a matematické logiky Vedoucí bakalářské práce: prof. RNDr. Roman Barták, Ph.D., Katedra teoretické informatiky a matematické logiky Abstrakt: Vytvořeni testovacího simulačního prostředí pro multiagentní hledání cest na Ozobotech....

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