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Výpočet viditelnosti v 3D bludišti / Visibility Determination in 3D MazePetruželka, Jiří January 2014 (has links)
The purpose of this thesis is to present methods for visibility determination and to design and implement an application to demonstrate visibility determination in a 3D maze.
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Plánování pohybu objektu v 3D prostoru / Path Planning in 3D SpaceSasýn, Radek January 2013 (has links)
This work describes path finding among obstacles in 3D space using probabilistic algorithms. Users can create scene in application GUI - define start object, obstacles, goal position and run probabilistic algorithm. The finding path is visualized. The work describes probabilistic algorithm, collision detection and the basics of 3D graphics and shows design and implementation of an application created.
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Augmented Reality for Mobile Devices for Precise Urban Navigation / Augmented Reality for Mobile Devices for Precise Urban NavigationMurín, Michal January 2013 (has links)
Diplomová práce je zaměřená na rozšířenou realitu a její realizaci pro mobilní platformu Android. V teoretické části je kladen důraz na obeznámení se s principy rozšířené reality, možnostmi její realizace pro mobilní platformu Android, která je také podrobněji představena. V praktické části se dále zaměřuje na návrh a realizaci knihovny a aplikace využívající tuhle knihovnu pro tvorbu rozšířené reality na platformě Android pomocí GPS a polohových senzorů. Aplikace slouží jako navigace a zobrazuje cestu ke konkrétnímu cíly, jak v podobě rozšířené reality, tak i na klasické dvourozměrné mapě. Práce podrobně popisuje navrhované řešení knihovny a aplikace a jejich implementaci. Nakonec popisuje testování, zhodnocuje dosažené výsledky a diskutuje nedostatky výsledného řešení a možnosti jeho vylepšení, respektive rozšíření.
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Ladicí nástroj pro shadery / Debugging Tool for ShadersKonečný, Jiří January 2013 (has links)
This thesis deals with implementation of a debugging and development tool for GLSL shader programming. In the text, you will find design of the application and it's implementation in Qt library. The thesis also includes performance testing with GLSL shaders. Experiments were focused on commands of application control flow in GLSL and texturing commands used in shaders. In the thesis, you will find explanation of the functionality of some shaders used in OpenGL. Application developed in this thesis, is meant to help with implementation of graphic programs programmed in OpenGL 3.3 or higher.
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Implementace algoritmu LoD terénu / Terrain LoD Algorithm ImplementationRadil, Přemek January 2012 (has links)
This thesis discusses implementation of LoD terrain visualization algorithm Seamless Patches for GPU-Based Terrain Rendering as extension for Coin3D library. It presents procedures which this algorithm uses for displaying large terrain datasets. Entire terrain is composed of patches that are stored in patch hierarchy. Patch hierarchy is traversed during runtime to generate active patches based on observer's position. Each patch consists of predefined tiles and connection strips so it doesn't need to store any geometry. During render of tiles and strips, displacement shader is applied. This thesis also evaluates results achieved in sample application and suggests some modifications to further increase algorithm performance.
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Visualizace cyklických motorů / Cyclic Engine VisualizationFajkus, Jan January 2010 (has links)
This Master's thesis deals with application design and implementation. Application is designed for composition of gears. It is built as a simple computer game. It also contains 3D model renderer, which shows the movement of gears in gearbox. Program is implemented in C language using OpenGL library.
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Využití Vertex a Pixel shaderu v OpenGL pro 3D zobrazení 3D obrazových dat v medicíně / Vertex and Pixel Shaders OpenGL Visualisation of Medical 3D Image DataVaďura, Jiří January 2009 (has links)
This thesis deals with accelerated 3D rendering of medical data, e.g. computed tomography, using a graphics processor and OpenGL library. Raw data slices are send to graphic memory and rendered by a ray-casting algorithm. The goal of this project is high quality visual output and full user interaction at the same time. Multiple rendering modes are avaiable to the user: MIP, X-Ray simulation and realistic shading.
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Modelování realistické postavy / Realistic Figure ModellingPalguta, Miloš January 2009 (has links)
This document discusses making of masters thesis, which is devoted to modeling of realistic human character. The goal of this thesis is to introduce process of making a 3D realistic character. It contains quick review of todays computer graphic industry, theoretical preparation for making this character and a review of few different modeling techniques. Mesh Flow theory is explained in detail, which is fundamental for todays organic modelling. In process of making character, all acquired knowledge will be used. In stages all theoretical and practical processes of mapping, texturing and skinning will be explained. Demonstration of how junction of different applications may achieve greater speed, effectiveness and quality during process of making model and textures will be presented. Last chapter of this thesis is devoted to programming an application to display character in OpenGL.
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WaldBoost na GPU / WaldBoost on GPUPolok, Lukáš January 2009 (has links)
Image recognition and machine vision in general is quickly evolving field, due boom of cheap and powerful computation technologies. Image recognition has many different applications in wide spectrum of industries, ranging from communications trough security to entertainment. Algorithms for image recognition are still evolving and are often quite computationaly demanding. That is why some of authors deal with implementing the algorithms on specialized hardware accelerators. This work describes implementation of image recognition using the WaldBoost algorithm on the graphic accelerator (GPU) platform.
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Water Animation using Coupled SPH and Wave EquationsVarun Ramakrishnan (13273275) 19 April 2023 (has links)
<p>This thesis project addresses the need for an interactive, real-time water animation tech-<br>
nique that can showcase visually convincing effects such as splashes and breaking waves while<br>
being computationally inexpensive. Our method couples SPH and wave equations in a one-<br>
way manner to simulate the behavior of water in real-time, leveraging OpenGL’s Compute<br>
Shaders for interactive performance and a novel Uniform Grid implementation. Through a<br>
review of related literature on real-time simulation methods of fluids, and water animation,<br>
this thesis presents a feasible algorithm, animations to showcase interesting water effects,<br>
and a comparison of computational costs between SPH, wave equations, and the coupled<br>
approach. The program renders a water body with a planar surface and discrete particles.<br>
This project aims to provide a solution that can meet the needs of various water animation<br>
use-cases, such as games, and movies, by offering a computationally efficient technique that<br>
can animate water to behave plausibly and showcase essential effects in real-time.</p>
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