National Repository of Grey Literature 23 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
3D Game World in OpenGL
Buchta, David ; Lysek, Tomáš (referee) ; Milet, Tomáš (advisor)
Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
Adaptive Level of Detail for Planet Rendering
Moravec, Matěj ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This bachelor thesis is focused on real time planet rendering with adaptive level of terain detail in Unity engine. Chunked LOD algorithm is modified and used for adaptive change of level of detail. Intancing is used for efective data rendering. Graphic card is used for creating planet geometry with heightmaps and there is also tessellation used for gradual morfing of level change of detail.
3D Triangles Polygonal Mesh Conversion on 3D Spline Surfaces
Jahn, Zdeněk ; Šiler, Ondřej (referee) ; Kršek, Přemysl (advisor)
In computer graphics we can handle unstructured triangular 3D meshes which are not too usable for processing through their irregularity. In these situations it occurs need of conversion that 3D mesh to more suitable representation. Some kind of 3D spline surface can be proper alternative because it institutes regularity in the form of control points grid and that's why it is more suitable for next processing. During conversion, which is described in this thesis, quadrilateral 3D mesh is constructed at first. This mesh has regular structure but mainly the structure corresponds to structure of control points grid of resulting 3D spline surface. Created quadrilateral 3D mesh can be saved and consequently used in specific modeling applications for T-spline surface creation.
Modelling of the randomly formed ceramic foam structure for FEM simulations
Papšík, Roman ; Navrátil, Petr (referee) ; Ševeček, Oldřich (advisor)
This bachelor thesis deals with construction of ceramic foam model with various levels of (ir)regularity for finite element simulations in Ansys. The main objective is to substitute the complex structure of the open cell foam using the beam elements, enabling to perform FE analysis on much larger volumes of foams than the realistic foam models composed of solid elements. In this work, the technique of the model creation is based on the Voronoi tessellation and enables choice of arbitrary (ir)regularity of the modelled structure. The created source codes generate the model data directly in the syntax of APDL language for FEM system Ansys. The first part of the work describes several methods of the space partitioning and methods for substitution of the real foam structure by simplified “wire” model. The second part defines the Voronoi tessellation (diagram) as a key technique for creation of the foam model and describes its algorithms. The next part of the work deals with possibilities and utilizations of various software and libraries, describes creation of the own code in mathematical software Matlab and way how to transfer the model data into the system Ansys. The last part of the work demonstrates functionality of the created model on several FEM simulations, studying response of the ceramic foam on the external mechanical loading, upon consideration of various levels of the foam structure irregularity.
Real-Time Particle Simulations
Horváth, Zsolt ; Španěl, Michal (referee) ; Herout, Adam (advisor)
Particle simulations in real-time become reality only a few years before, when in computer science occured the idea of GPGPU. This new technology allows use the massive force of graphics card for general purposes. Today, the trend is to accelerate existing algorithms by rewriting into parallel form. On this priciple operate the particle systems too. An interesting area of particle systems are fluid simulations. The simulations are based on the theory of Navier-Stokes equations and their numerical solutions with SPH (Smoothed particle hydrodynamics). Liquids are part of everyday life, and therefore it is important to render them realistically. They are used in modern computer games and different visualizations that run in real time, therefore they must be quickly displayed.
Improvements of Shadow Rendering
Kobrtek, Jozef ; Kozlíková, Barbora (referee) ; Váša, Libor (referee) ; Herout, Adam (advisor)
Táto práca sa zaoberá inkrementálnym zlepšením techniky tieňových telies. V práci sa popisuje vylepšenie vykresľovania z pohľadu robustnosti kde bol navrhnutý nový spôsob deterministického výpočtu siluety na rôznych platformách. Táto technika bola v ďalšom kroku zjednodušená a celý algoritmus tieňových telies implementovaný prostredníctvom hardvérovej teselácie. Ďalej bola navrhnutá metóda akcelerovanej extrakcie siluety z modelu pomocou oktálového stromu. Navrhnuté metódy boli v závere porovnané s aktuálnymi modernými algoritmami s tvrdými všesmerovými tieňmi.
Displacement Mapping with Virtual Textures
Čulen, Jozef ; Tóth, Michal (referee) ; Starka, Tomáš (advisor)
This thesis describes technique for adding roughness to surface of models called displacement mapping with virtual textures. Efficiency and visual quality of displacement mapping will be compared to normal mapping. Thesis also briefly describes some of lightning models and former techniques for adding details to smooth surface.
Advanced simulation methods for reliability analysis of structures
Gerasimov, Aleksei ; Lehký, David (referee) ; Vořechovský, Miroslav (advisor)
The thesis apply to reliability problems approach of Voronoi tessellation, typically used in the field of samples designs evaluation and for Monte Carlo samples reweighing. It is shown, this general technique estimation converges to that of Importance Sampling method despite it does not rely on Importance Sampling's auxiliary density. Consequently, reliability analysis could be divided into sampling itself and assessment of simulation results. As an extension of this idea, adaptive statistical sampling using QHull library was attempted.
Graphics Intro 64kB Using OpenGL
Růžička, Jiří ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This work describes problem of creation graphic intros with limited size. It describes its creation and discusses the methods and procedures which characterize graphic intros. Main theme is about generation of procedural textures and models, animations, creation of static and dynamic textures and particle systems. 
Geometric ornaments in Islamic art
SLABOVÁ, Štěpánka
This diploma thesis focuses on geometric ornaments in the Islamic art. I am focusing on the definition of the Islamic art and its evolution in the first part of this thesis. The reader is getting to know the basic techniques, motifs and elements used to create the geometric ornaments in the following chapters. I am also mentioning their possible division into groups according to the polygon which they are based on. The main part of the thesis focuses on a description of the process of creation of the Islamic geometric patterns. The end of the thesis focuses on usage of the topic during Mathematics at primary school and secondary school. The usage would be in a form of worksheets.

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