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Hodnocení finanční situace společnosti LUX-IDent s.r.o. a návrhy na její zlepšení / Evaluation of the Financial Situation of a Company LUX-IDent s.r.o. and Proposals for its ImprovementVašíček, Patrik January 2016 (has links)
This diploma’s thesis deals with analysing the financial situation of LUX-IDent s.r.o. for the period of 2011 – 2015. The evaluation will use the methods and indicators of financial analysis. The proposed recommendations are based on the results of the financial analysis which will help improve the overall financial position and stability of the company.
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Algoritmy přepočtů gamutů ve správě barev / Gamut mapping algorithms in color managementSvoboda, Jan January 2014 (has links)
The thesis deals with colors - their representation in digital devices and how to provide the best color preservation accross different devices. In the first part of the work, the knowledge of colors and human vision is briefly summarized. Then color models and color spaces are elaborated, mainly those device independent. Spectrum of colors viewable or printable on a device - the gamut - is different for every device and there's a need of precise reproduction or record of color. That's why the system of color management is described further and especially the gamut mapping approaches and algorithms are mentioned. In the second part of the work, the implementation of how two algorithms of color gamut mapping (HPMINDE, SCLIP) can be implemented in MATLAB is described. In the third and last part of the work, the results of implemented algorithms are presented and discussed. These results are compared to results of commonly used color gamut mapping technique (Adobe Photoshop).
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A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke / En fysiskt baserad rörledning för realtidssimulering och rendering av realistisk eld och rökHe, Yiyang January 2018 (has links)
With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though most of the areas are well-studied separately, when combined, new challenges will emerge. This thesis focuses on three aspects of the problem, dynamic, real-time and realism, to propose a solution in form of a GPGPU pipeline, along with its implementation. Three main areas with application in the problem are discussed in detail: fluid simulation, volumetric radiance estimation and volumetric rendering. The weights are laid upon the first two areas. The results are evaluated around the three aspects, with graphical demonstrations and performance measurements. Uniform grids are used with Finite Difference (FD) discretization scheme to simplify the computation. FD schemes are easy to implement in parallel, especially with ComputeShader, which is well supported in Unity engine. The whole implementation can easily be integrated into any real-world applications in Unity or other game engines that support DirectX 11 or higher.
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