National Repository of Grey Literature 9 records found  Search took 0.00 seconds. 
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Algorithms for Objects Simplification
Schulz, Roman ; Štancl, Vít (referee) ; Šiler, Ondřej (advisor)
VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ The purpose of this work is to design and implement a computer system, which should be used for simplification of a polygonal models in 3D space. The system should be allowed to reduce a given number of geometrical primitives from source object. User should have impact to the reducing process by selecting a method, size of target object etc. System uses 3DS file format for model loading and saving. Reader should understand principles of the polygon reduction and used algorithms.
Single Pair Shortest Path on Surface
Mezera, Lukáš ; Švub, Miroslav (referee) ; Šiler, Ondřej (advisor)
Finding the shortest path is a fundamental problem in computational geometry. Optimal solution is computation by force of Dijkstra algorithm. There are many approximation algorithms which we can use for calculate the shortest path.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Collision Detection in Computer Graphics
Stupka, Filip ; Starka, Tomáš (referee) ; Pečiva, Jan (advisor)
This thesis is focused on the problem of collision detection between math defined primitive models and also on triangle networks that form complex polygonal models. Simulation of collision detection is very complex topic from performance standpoint and even though multiple methods that solve these problems do exist, in most cases they are too slow to be any useful and therefore it is encouraged to find optimizations and alternate solutions. In order to be able to work with collision simulation we need to understand discrete and continuous movement techniques and we need to be able to predict behavior of certain objects. This thesis therefore is based on game engine development, optimizations and implementation of collision detection algorithms.
Correspondence Problem in Geometrics Morphometric Tasks
Krajíček, Václav ; Pelikán, Josef (advisor) ; Kosinka, Jiří (referee) ; Sochor, Jiří (referee)
Title: Correspondence Problem in Geometric Morphometrics Tasks Author: Václav Krajíček Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: RNDr. Josef Pelikán Supervisor's e-mail address: pepca@cgg.mff.cuni.cz Abstract: Shape analysis in physical anthropology, biomedicine, and related disci- plines is mostly done using landmarks or by measuring distances. New techno- logical advancements allow the digitization of object's appearance in the form of triangular meshes or volume images. These digital images are especially beneficial in the cases when landmarks cannot be used to effectively describe the shape. In order to statistically analyze shape in a sample of observations, which are represented by these modalities, correspondence has to be found. Registration is a crucial tool in mapping the shape representations into a common space where correspondence is found by nearest neighbor principle in the case of triangular meshes or by overlaps in the case of volume images. B- spline based non-rigid registration is chosen because of its versatility, relative speed and ability to handle both meshes and volume images. Experiments were also performed with other alternatives - Thin-plate splines and Coherent point drift. The algorithm was modified to handle...
Single Pair Shortest Path on Surface
Mezera, Lukáš ; Švub, Miroslav (referee) ; Šiler, Ondřej (advisor)
Finding the shortest path is a fundamental problem in computational geometry. Optimal solution is computation by force of Dijkstra algorithm. There are many approximation algorithms which we can use for calculate the shortest path.
Algorithms for Objects Simplification
Schulz, Roman ; Štancl, Vít (referee) ; Šiler, Ondřej (advisor)
VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ The purpose of this work is to design and implement a computer system, which should be used for simplification of a polygonal models in 3D space. The system should be allowed to reduce a given number of geometrical primitives from source object. User should have impact to the reducing process by selecting a method, size of target object etc. System uses 3DS file format for model loading and saving. Reader should understand principles of the polygon reduction and used algorithms.

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