National Repository of Grey Literature 26 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Interactive applets supporting teaching digital image processing
Křivánek, Jiří ; Mangová, Marie (referee) ; Rajmic, Pavel (advisor)
This thesis deals with the creation of applications for support of education computer graphics. The aim is to create a simple application which will show the functioning of the various methods. I implemented convolution methods for image filtering, dithering engaged in the distribution errors, bit planes that show each bit plane image, gamma correction to lighten or darken the image and procedural textures. All these methods are created in the form of Java applets.
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (referee) ; Matýšek, Michal (advisor)
Tato práce popisuje způsob implementace volumetrického terénu s důrazem na modifikovatelnost v reálném čase. Použitá datová struktura je bitové pole - materiál terénu není potřeba ukládat, takže pro uložení každého vzorku stačí jeden bit. Textura je odvozována na základě sklonu terénu. Vizualizace se provádí převodem na povrchovou reprezentaci pomocí algoritmu pochodující kostky a následným zobrazením polygonové sítě pomocí vykreslovacího řetězce. Terén i textura jsou generovány procedurálně. Pro rozrušení poměrně pravidelného povrchu je použit displacement mapping a teselace. Jemnější detaily jsou získány pomocí bump mappingu. Pro dynamické stíny je použit shadow mapping.
Graphics Intro 64kB Using OpenGL
Burkot, Martin ; Polok, Lukáš (referee) ; Herout, Adam (advisor)
This thesis deals with the creation of minimal graphics intro. Intro size is not extending 64kB. The base of the intro is procedurally generated terrain supplemented with procedural vegetation and texture representing clouds. It also has terrain texture and imported 3D models. As background music is music playing.
Graphics Intro 64kB Using OpenGL
Geršl, Jan ; Kubíček, Radek (referee) ; Herout, Adam (advisor)
The field of this project is size restricted graphic intro. The paper deals with motivation creating such an intro and talks briefly about history. Main focus is put on general description of various principles common in demo development, techiques used achieving the practical assignment are provided with more detailed description.
Game in a Shader
Ivanecký, Ján ; Milet, Tomáš (referee) ; Polok, Lukáš (advisor)
This thesis deals with design and implementation of a simple strategic game using OpenGL, whose game logic is realized by the graphics card and rendering is realized by the graphics card in one shader. It also contains introduction to OpenGL, overview of techniques used for generating procedural textures and overview of rendering methods based on Ray Casting.
Minimalistic Reprezentation of the Božetěchova Complex
Rosa, Štěpán ; Pečiva, Jan (referee) ; Vyskočil, Michal (advisor)
This work concerns about creation and display minimalistic model of the Božetěchova Complex implemented in the programming language C using graphical libraries OpenGL and GLUT. In the introduction of this thesis is theoretical base, that led to making this issue. The following chapters describe implemented model and the way of its creation.
Procedural Texture Generator
Doroshenko, Ilya ; Karas, Matej (referee) ; Milet, Tomáš (advisor)
Textures are an essential part of modern 2D and 3D rendering. The most prominent texturing techniques are Texture Mapping and Procedural Generation. Both techniques have their set of demands on computational resources. Procedural generation provides rich detail resolution without memory consumption, but also requires processing power. Texture Mapping is quick to process, but images, that the texture consists of are using a lot of space in memory and have finite resolution and sets of complications around algorithms that try to overcome that problem. This thesis discusses techniques of texture generation their interchangeability and applications. Result is an extensible application, that can produce texture maps from algorithms and can export algorithms to be used in procedural shading techniques.
Minimal Representation of the Božetěchova Complex
Král, Tomáš ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The document describes developing graphical application with limited size. It describes suitable techniques for a polygonal mesh's compression. The second part is focused on practical usage of this techniques for developing scene in 3D modeling environment and also describes how to transfer this model to the executable file. The work attends to optimalizations of source code compilation and executables compression at the final chapters.
Minimal Representation of the Božetěchova Complex
Piovarči, Rastislav ; Kajan, Rudolf (referee) ; Vlček, Adam (advisor)
The goal of this thesis is to briefly familiarize the reader with damoscene phenomena as a foundation for creation of minimalistic application, which it implements. Then it explains the process of designing and implementation of minimalistic application which displays the Božetechova complex. The aim of this interactive application is to reproduce the Božetěchova complex in the best possible quality using a restricted size binary file. It uses means like procedural textures on the bases of Perlin noise, or multilevel comprimation and instantiating of model geometry to achieve this goal.
Generating Procedural Planets
Fusek, Petr ; Polášek, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor's thesis deals with the design and implementation of an easily extensible library for creating generators of procedural planet surfaces. The aim of the library is to enable the use of originally two-dimensional methods of procedural map generation to generate a contextually rich planet surface. The library emphasizes the extensibility and simplicity of working with the generated surface. It allows the user to create and parameterize their own generators and use their own algorithms in them. It also includes an implemented planetary elevation map generator that uses a simplified model of simulating tectonic plate collisions to generate a surface with a topology containing mountains, bays and archipelagos. Such a surface should show visual results closer to reality than the classical approach using procedural noises allows. The library is implemented together with a visualization application presenting the generated surfaces and allowing to set all possible inputs of the generator using the GUI.

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