Bachelor theses
Education application Dragon - Client's plug-in management
Author
Petr Kubišta
Year
2013
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Education application Dragon - Client's core
Author
Jan Bradáč
Year
2013
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Dragon
Author
Michael Bláha
Year
2013
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Education application Dragon - Server part
Author
Ondřej Kužela
Year
2013
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Education application Dragon
Author
Radek Tomšů
Year
2013
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Babylon: Self-organizing parametric model of an ancient city
Author
Daniel Laube
Year
2016
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This paper is about creation and visualization of self-organizing model of city (Babylon) with possibility of use in strategic game set into era of Babylon tower construction. Created model is optimized using evolution algorithms. Based on user defined or random input conditions (terrain, economical conditions, weather) runs process of city development which can be affected by user. Development of city is managed by self learning model which reacts to users actions. Result is suitable visualization of learning process and users actions considering its purpose to be part of strategic game. Model is created using environment of game engine Unity 5.
S10W: Visualisation of Fully Procedural Dynamic Terrain for Ultra Large Display
Author
Michal Vomastek
Year
2017
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
The bachelor's thesis deals with automatic generation of an extensive scene, which is generated by using procedural algorithms and then portrayed on a widescreen display device. The scene contains trees, grass, bushes and other natural elements. The created model of an infinite natural scenery is presented from a bird's-eye view. The benefit of this thesis is faster and easier job when crating extensive natural scenes.
10K SAGE 2 Dashboard: Set of Widgets for Ultra Large Display
Author
Radek Meduna
Year
2018
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This bachelor thesis deals with analysis, design and subsequent implemen-
tation of widgets on the SAGE2 platform. The goal is to set specific recom-
mendations for creating applications for SAGE2. The work focuses on quality
design and high widget configurability.
The main contribution of the thesis is to establish basic recommendations
for the design and implementation of parent application for widgets and their
mutual communication with each other.
10K SAGE 2 Dashboard: Set of Widgets for Ultra Large Display
Author
Aleh Kuchynski
Year
2017
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
SAGE2 is a platform that allows users' teams to manipulate with their data on a wall made up of multiple displays. Using web technologies, it offers users the ability of collaborating work with multimedia content in real-time. The aim of this bachelor thesis is analyze the SAGE2 API (Application programming interface), design and implementation of a set of widgets for SAGE2.
The following applications were made by author: digital watches with an alarm and weather display, the SAGE2 client for the social network Instagram and the universal chart constructor. In this work, the reader will find interesting issues that the author encountered during the implementation of widgets and ways to solve them.
Visualization of 3-dimensional solar surface data
Author
Vojtěch Tomas
Year
2019
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Department
Summary
The thesis deals with the possibilities of multidimensional data visualization. The aim is to select and implement a suitable vector field visualization methods. The thesis includes an analysis of numerical integration methods, interpolation methods, and geometry construction algorithms. Based on the analysis, the thesis presents the design of a prototype visualization application. The design focuses on physical accuracy and clarity of the visualization, value approximation, performance, and also portability. The prototype is implemented using web technologies (JavaScript and WebGL) and works also in SAGE2 environment; the computation components of the application are implemented in Python. The thesis includes the evaluation of the user tests as well as a performance comparison of the implemented mathematical methods with the corresponding methods implemented in SciPy module.
Fully dynamic procedural terrain visualisation with focus on biomes generation
Author
Tomáš Bubeníček
Year
2018
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This thesis explores the possibilities of generating and visualising of
procedural terrain on large scale displays, and focuses on the terrain diversity.
It analyses a set of large scale display systems and methods of generating terrain.
The thesis describes a design proposal and implementation of a prototype visualisation
of an infinite terrain generated using Perlin noise for large scale displays running
the SAGE2 system. The terrain is comprised of ten different biomes and the
control of the camera is given to the user.
Dowry Towns I. - Texture Editing
Author
Michal Zajíc
Year
2019
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This paper focuses on simulation of weather effects on object surfaces for project Věnná města českých královen. It analyzes methods, which can be used to visualize them, and their effectivity considering their use on devices supporting augmented reality that the project is targeting. Blender plugin, which edits textures according to effects parameters, was designed and implemented based on selected methods.
3D Faculty Model
Author
Oldřich Milec
Year
2019
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This thesis focuses on creating a 3D model of the third floor of the New building at the Czech Technical University Prague. Some parts of this model are created procedurally using plugins for Blender. These are primarily classrooms and offices which are very similar to one another. It is possible to parametrically change those plugins in order to have the resulting room correspond to reality. The rest of the floor is created by hand and subsequently connected to the generated rooms.
Work now! A self-organizing model of a medieval village.
Author
Petr Bureš
Year
2019
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
PhDr. Ing. Tomáš Evan, Ph.D.
Department
Summary
This thesis simulates a self organizing model of an ancient village and its visualization. The village is placed into a randomly generated dynamic environment. Villagers make decisions based on their knowledge of the consequences for both the individuals and the whole village. The prototype lets the player direct the actions of villagers, but it's not required for the simulation process.
Dowry Towns I. - Texture Editing
Author
Denisa Nováčková
Year
2019
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This bachelor thesis deals with the editing of textures with respect to the effects of natural influences, specifically snow, ice rime, and flood. It contains an overview of the physical properties of selected natural effects and the methods of implementing them. These methods are presented, discussed, and compared with each other and the stated requirements. Based on the analysis, the design and implementation of the most fitting method is performed. Selected methods, snow and flood, are implemented as a Blender add-on in Python. Results are discussed with respect to the quality and visual credibility.
Parametrically generated 3D castle model
Author
Petra Svíčková
Year
2019
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
Procedural Content Generation is constantly developing field that already offers a number of ways to create content for games and movies. This thesis deals with the introduction of basic methods of content generation, as well as the development of a random room arrangement generator in the castle as a plugin for Blender software. The selected method is Answer set programming (ASP). Part of this thesis is also a draft of rules for generating room locations.
Dowry Cities of the Czech Queens II. - Texture Editing
Author
Jan Tislický
Year
2020
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Petr Pauš, Ph.D.
Department
Summary
This thesis focuses on a few nature phenomena that acts on buildings in everyday life. These effects are converted into a plug-in for 3D graphical tool Blendner. This plug-in can create textures for virtual reality usage. Textures created by this plug-in are based on Cycles materials. Final version of the plug-in uses for example dot product, several mathematical or graphical methods. Capabalities of this plug-in are to create few weather effects and from these create texture sets for a whole year. Besides this, plug-in has it's own assign script, which enables automatization of texture creating, or adjust interface of Blender for other work with this plug-in.
Turtle recognition
Author
Adriána Majtánová
Year
2020
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Mgr. Petr Matyáš
Department
Summary
Computer vision has a wide range of applications nowadays and one of the promising fields is visual animal biometrics. It provides a fast non-invasive method that enables automated identification of animal individuals based on their photo or video footage. The aim of this thesis is to recognise individual tortoises based on an image of their plastron, with the focus on Testudo graeca specie. This thesis explores the possible applications of different feature extraction algorithms. Description and analysis of image processing, feature extraction and machine learning techniques are included. Algorithms LBP, SIFT, ORB and convolutional neural network were tested and their performance was evaluated on two different datasets.
Urban scene recognition and editing
Author
Jan Šefčík
Year
2020
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
Image recognition and image classification are very complex problems in computer vision. This thesis deals with the design and the implementation of an
urban scene recognition script using geological and image data.
GPS coordinates of the image are used to reduce the number of buildings
that are later recognized. GPS coordinates are obtained from the input image.
Later, SIFT local features are used for image classification. Chapter of the
thesis is the analysis of local features and their suitability for this task. The
conclusion focuses on the testing the accuracy of each implementation and
comparison of different methods of image preprocessing. Relevance of this
thesis is a specific solution and extensive analysis for the project called Věnná
města čekých královen. This thesis is a baseline for a future development that
goes beyond a bachelor thesis.
Fraviz: Fractal audio visualizer
Author
Radka Hošková
Year
2020
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Petr Pauš, Ph.D.
Department
Summary
Music visualization by fractal geometry is the topic of this work. The first phase of the music visualization process is obtaining data for visualization. Evolving and interdisciplinary scientific field Music Information Retrieval (MIR) is specializing on this type of tasks. The basics of signal processing, properties of music signals and Fourier transform (presented in this work) were the introduction to make a brief research of this field for this work. Existing tools for music analysis and examples of music visualizations were introduced. Approaches to animate fractals in order to use them for music visualizations were proposed while presenting selected approaches to generate fractal objects. Several versions of music visualizations were implemented and discussed, including the final version which is using the Spotify application user interface and various methods of generating fractals, including L-systems.
Recognition of tortoises
Author
Kristýna Pátková
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jakub Novák
Department
Summary
This bachelor thesis deals with the recognition of individual tortoises of the Testudo Graeca species based on photographs of their plastrons. The recognition system is written in the Python programming language. For automatic detection of plastrons in the photograph, the Mask R-CNN method is used, and for the feature extraction, 3 architectures of convolutional neural networks – VGG16, InceptionV3 and ResNet50, are tested. All these methods are explained in this thesis, there is also a description of related species of tortoises from the family Testudinidae, their marking and suitable identification features on the plastron. Thesis also contains an analysis of the current solutions to the issue of automatic recognition of tortoises and of used datasets, including proposal of the ideal form of a tortoises dataset.
VoxelMaze I. - UX animation and optimization
Author
Mariia Korshunova
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
One of the goals of this bachelor thesis is to design and implement a user interface for the VoxelMaze application, which was developed by a team of Computer Graphics students in the BI-SP1.2 course. Initially, I analyzed several existing successful games to highlight the key features recommended for implementation, then sketched solutions for VoxelMaze, which were then implemented and tested by selected candidates from the same specialization. The second goal of the work is to design and implement animations of the main game characters of the application. I explored existing animation options and chose the most suitable method for the graphics of the VoxelMaze application. After prototyping the movements, animation was implemented. As a result of my work, the user interface and animations of the game characters were implemented, improving the overall user experience of the application.
Asterion - timelines visualization frontend
Author
Michaela Zimmermannová
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
This work deals with the visualization of time events of Asterion on timelines. Asterion is a Czech fantasy world for role-playing games whose history is very complicated, and the visualization aims to simplify orientation in this data. The work aimed to create a website where it will be easy to get an overview of the sequence of events by searching for a keyword and then displaying events related to this keyword on the timeline. The secondary goal of the work was to create a website where it would be possible to manage the data. Before the creation of the website, a search and an analysis of applications that deal with the visualization of timelines was performed to help design the application. React technology was used during the implementation and the PixiJS library was used to render the visualization. Finally, user testing of both websites was performed.
Magnificent Seven - animation optimization
Author
Petr Hromják
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
This bachelor thesis is focused on character animations. The work presents the basic principles and procedures of creating 3D models of characters and their subsequent animations. Of the animation methods, skeletal animation, which is closely related to the creation of the skeleton itself, is elaborated in more detail. Forward and inverse kinematics procedures are also demonstrated using skeletal animation.
Rogue Planet: multiagent systems in a 2D game
Author
Ladislav Strnad
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
doc. Ing. Ivan Šimeček, Ph.D.
Department
Summary
This thesis investigates the prospect of using multi-agent systems inside a video game. A 2D base-building strategy game prototype was designed based on the previous research of multi-agent systems and behaviour of non-playable characters in video games and the following analysis of recent building strategy games. The design proposes three types of enemy agent behaviour and it also focuses on game mechanics and graphical user interface of the game. Two of the designed agent behaviour types are inspired by different models of swarm intelligence while the third type was designed primarily with gameplay in mind. The prototype was implemented using Unity game engine. The implementation features a regular game mode which includes all the designed mechanics and a showcase game mode which demonstrates the behaviour of the implemented agent behaviour types and their usability within a video game.
Asterion - timelines visualization backend
Author
Tomáš Růžička
Year
2022
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
Asterion is a fictional world written by players of a pen&paper role playing games. Writers have to navigate the web of events if they want to avoid inconsistencies. Project associated with this work is supposed to make an application for creation and visualization of these events and timelines. Goal of this work is to create a web API for such application. API has been implemented with Node.js, MySQL has been used as a database and nginx has been used as a web server taking care of directing and ssl certification. This document contains research of competing applications, description of basic technologies and security principles and a application design. Application has been tested and found to be functional and safe.
Translation into Gallifreyan Circular Script
Author
Barbora Kyseľová
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This thesis is focused on the fictional Gallifreyan language, which appears in the British TV show Doctor Who. To be more specific, the thesis studies circular Gallifreyan is one of the alphabets used for writing in the mentioned language. Although circular Gallifreyan does not have an official specification from the authors of the TV show, many fan-made guidelines exist. The thesis aims to acquaint the reader with the most known ones, such as Loren Sherman’s guidelines, explain them, and describe the translation between Latin script and circular Gallifreyan. This translation is then used and implemented as a plug-in for 3D modeling software Blender. The plug-in translates written text in the circular language and renders it as a 3D object. It also enables parameterization of the translation and appearance of the drawn circles.
Character Manager for DrD+
Author
Tomáš Prachenský
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
The content of this thesis is to create a prototype application design for managing character sheets for the role-playing system Dračí Doupě Plus. The thesis analyzes current programs for character creation and character sheet management for other role-playing systems and draws from them in the design of the application. The thesis also contains the results of testing on players of Dračí Doupě Plus. At the end there are recommendations for future changes and additional features, with which the prototype can be upgraded.
Urban scene recognition and editing II.
Author
Pavel Kříž
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
Our work is part of the Dowry Cities of Czech Queens project, which aims to bring history closer to the general public using modern technologies such as augmented reality. This is done using an application for Android mobile devices, which displays historical elements in the camera scene at runtime. This work contributes to its development by proposing a localisation solution for the application using image and geolocation data. The introduction describes and analyses potentially applicable technologies and works that preceded our work within the project. This work then specifically follows on from the bachelor's thesis Recognition and Editing of the Urban Scene. We adapted the results of the previous work for the needs of our work, in which we implemented a new more advanced prototype based on the calculation of the global position of the device. The new prototype is then tested for functionality and practical applicability with respect to the hardware capabilities of the device and compared with existing device capabilities. At the end of the work, the involvement of the prototype in the mobile application of the project is proposed and suggestions for further future development are presented.
Dynamic texture modelling and editing
Author
Alžběta Mrkvová
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
doc. Ing. Ivan Šimeček, Ph.D.
Department
Summary
Clouds are dynamically changing in the wind and it is desired to mirror this characteristic in computer graphics.
In my thesis, I conduct research on the topic of clouds and the existing approaches to their simulation.
I propose an implementation of a cloud generator as a Blender plugin.
The plugin generates volumetric clouds using cellular automaton and produces a keyframed animation ready for rendering.
Sound Visualization Using LED Panel
Author
Ondřej Švejstil
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Melnikov
Department
Summary
The main goal of this work is to create audiovisualization application, which visualizes music on working LED panel. This panel is controlled through a microcontroller, which is one of the sections from the theoretical part of the thesis. Other sections from the theoretical part are about Music Information Retrieval, which is a rapidly growing interdisciplinary science field, which covers analysis and extraction of important musical data. The main tool that is used to extract visualizable musical information is Spotify application program interface. Proposal and construction of working LED panel is also part of the thesis.
Vulkan API: a set of educational scenes
Author
Jozef Valko
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
doc. Ing. Ivan Šimeček, Ph.D.
Department
Summary
This bachelor thesis deals with the Vulkan API library and its practical use. The goal is to map frequently used functionalities of the Vulkan API library. Another goal is to introduce the reader to some of the terms used in 3D graphics and to discuss some of the problems that the reader may encounter when programming. Those interested in creating a 3D application will get a basic overview of this library and receive suggestions for solving basic problems. In addition, the reader will get compileable projects, from which he will be able to further develop his application.
The main contribution of the work lies in the analysis of Vulkan API functionalities and the subsequent derivation of knowledge from the used functionalities. This knowledge will introduce the reader to the issue and it will be possible to use when programming a specific 3D application, or for teaching. The benefit of the practical part lies in the code samples, which will introduce the reader to the functionality of the Vulkan API, and which he can further use in his application.
VoxelMaze I. - graphics and lighting
Author
Nina Grechushkina
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
This bachelor's thesis is about the graphical part of the game VoxelMaze and optimization of graphical processes. This game is a team effort. The rest of the team members work on other parts of the game, such as level design, character scenarios, network development, optimization for different systems, etc. This work classifies the different ways of creating 3D scenes in games, adjusting colors, lights, shadows and subsequent scene processing, as well as their application in practice.
Literature research is devoted to the study of various techniques of lighting, shading and other opportunities to improve the visual image. The practical part is a selection of some algorithms for further work and their application in practice. This means that in the practical part, the optimal algorithms between performance and quality of the result obtained, taking into account the use of the Unity engine to create a game.
Global Illumination Methods
Author
Matěj Hoffmann
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
This work is focused on the theory of light transportation and the globall
illumination methodes and the subsequent implementation of one of them.
The first part of the thesis deals with the theoretical background in the field of
computer graphics, mathematics and physics. With the help of this knowledge,
the issue of artificial image synthesis is then explained and methodes on how to
solve it are presented. Emphasis is placed primarily on solving the rendering
equation using Monte Carlo integration and various optimization elements.
The final part of the thesis deals with the implementation of the own rendering
system based on the path tracing algorithm.
Music Generation and Visualization
Author
Maksym Botsuliak
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
prof. Dr. Ing. Petr Kroha, CSc.
Department
Summary
This work deals with the development of an environment for generating andvisualizing musical compositions. Mainly, this work focuses on the selection of combination of music creation algorithms using a software synthesizer to syn-thesize music. The process of developing an algorithm for generating music isfocused on analyzing existing solutions and finding their optimal combination.The algorithm consists in analyzing existing compositions uploaded by user,but there is also an opportunity of generating without input data. The methodfor implementing this algorithm (also the visualization method) is selected byanalyzing existing visual solutions, in combination with the requirements foran agile development environment. Part of the practical work (in additionto developing the software itself) is testing and analyzing the results. Theresulting program is optimized for making changes to the music generationalgorithm and is also adapted for quick visual analysis of the generated music.
Urban scene recognition and editing II.
Author
Tatiana Popova
Year
2021
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
Image registration is a very complex problem within the field of machine vision. Modern methods of deep learning help to solve it. This work contains analysis of the methods for image registration and prototype implementation for buildings' recognition in urban scenes using geolocation and image data.
The user's position is obtained from the metadata of the captured image, and local flags are used for the subsequent image classification using the SuperPoint method. The search for matches between the buildings in the database and the image was performed using the SuperGlue method. Part of the work is an extension of the existing database with images of buildings in Prague and their geolocation data. The accuracy of the method was tested and compared to the already existing prototype, which used classical machine vision. This work contains debates. This work discusses the suitability of use for project called Věnná města českých královen purposes.
Web Application for Visualizing the Sounds of Endangered Animals
Author
Kryštof Šuk
Year
2022
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Josef Kortan
Department
Summary
Several animal species are going extinct every year, and although this fact may be seen as very distant to us, it affects every one of us every day more and more. In the first part of this work, we are doing research on other audio visualization projects and the mapping of sound modality. In the second part, we are making the prototype of an audio visualization web application for the visualization of animal sounds, animals that went extinct or are on the verge of extinction. Through this approach, we are trying to spread awareness and bring a new approach for users to this global problem.
Fantasy interior generator
Author
Michal Pilař
Year
2022
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
Computer games have been part of human lives for decades. While previously only a small group
of people were interested in computer games, today, the industry is able to compete with the
film industry - both in terms of the number of people involved in the projects and the budget
of those projects. This thesis describes the process of creating worlds for computer games and
demonstrates how it is possible to involve procedural generation in this process. Also, a tool that
implements the use of procedural generation in the creation of a video game world is created and
the process of its creation is described.
FitLife - game about studying at the FIT
Author
David Mikulka
Year
2022
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
This bachelor thesis is focused on analysis and finalization of a student video game project called
FitLife. The game is being developed by two developers, so the finalization process takes place
simultaneously in two theses. Both of them focus on improving UX (user experience). The main
goal of this thesis is primarily the design and implementation of a new user interface and the
creation of (not only) pixel art animations.
FitLife - game about studying at FIT
Author
Duc Minh Pham
Year
2022
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
The goal of this thesis is to design and finalize the game of FitLife. The game is being finalized by two people, and thus the process be split into two theses. This thesis will focus on the software engineering aspect of game development. Design patterns will be used in the design and implementation of key back-end components of the game.
Image sonification
Author
Radka Kolembusová
Year
2022
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
prof. Dr. Ing. Petr Kroha, CSc.
Department
Summary
The topic of the bachelor thesis is the design of image data sonification and the generation of music and sound with use of color similarity and artificial intelligence object detection methods. The work begins with a research including the methodology of sonification, approaching the technical terms acoustics, music theory and color spaces. Furthermore, projects with similar subject of investigation are described and evaluated. The thesis continues with searching and evaluating modalities mapping methods between the visual and the audio domain. The analysis of technological possibilities focuses mainly on user-friendliness and portability. After the graphical and software design, a prototype of application is implemented and user testing is performed.
Board Game Simulator
Author
Adam Španěl
Year
2023
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Mgr. Vladimír Chvátil
Department
Summary
The paper covers analysis of existing systems for playing board games online. It was concluded none of them are suitable for development of board games. A system was designed and implemented, specifically for development and playing board games online. Strong emphasis is put on easy and frictionless implementation of board games, fast and convenient playing and data prepared for analysis. Game designer can create implementation of a board game without need of coding, and manually play a full game. In the next phase, a game implementator will add automatization to the implementation. That will greatly reduce the game time and ease of play. The result will be a dataset of finished games, ready for further analysis and development of the board game.
3D map visualisation
Author
Kateřina Hrdličková
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
doc. Ing. Ivan Šimeček, Ph.D.
Department
Summary
The aim of this thesis is to present a new plugin module for the Blender software, enabling the creation of 3D object maps. It utilizes the method of slicing 3D models and rendering the resulting maps. The work includes an analysis of cave systems in the games Dračí doupě, Dungeons \& Dragons, The Elder Scrolls, and historical maps of the Sloupské jeskyně caves, applying the acquired knowledge to the development of the tool in Blender.
Virtual guide to oppidum Závist
Author
Vladislav Komkov
Year
2023
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Bc. Ondřej Brém, MSc.
Department
Summary
This thesis presents the development of the iOS application of a virtual guide for Celtic Oppidum Závist. The application will provide visitors of the Oppidum immersive experience extending the historical walk with information relevant to the place where the user is located on the map. The project involves an analysis of existing digital guides, including the current solution of the Oppidum Závist. The domain analysis touches on historical and archaeological domains, documenting the requirements of the project. The study also examines options for iOS development as well as different software architecture patterns. The implementation section focuses on user-centred design and the prototype creation process, including the cognitive test. It summarises tools and dependencies used in the development as well as specific details of native iOS development in Swift programming language. The thesis concludes with user testing of the solution with the analysis of the results and comparison with the current solution. The thesis aims to provide an engaging and informative experience for visitors of the Oppidum, while also exploring the latest iOS development and software engineering techniques.
Crowd simulator
Author
Andrey Cherkasov
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Petr Pauš, Ph.D.
Department
Summary
This paper is devoted to the design and implementation of an interactive simulator of crowd
behavior. The simulator is a graphical program developed in Unreal Engine. In it, the user can
set such simulation parameters as the number of people in the scene, their age characteristics,
behavior patterns, environment settings and action scenarios. Then run the simulation and
observe the results. In the course of the work, the author will study the theory of crowd behavior.
He will select a suitable set of technologies and add-ons for Unreal Engine, design the application
architecture based on it and implement it using Unreal Engine framework. The application will
then be tested both automatically and manually by testers
Spaceship Shenanigans: Software Side of an Interactive Wall Game
Author
Matěj Chlan
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Ondřej Průcha
Department
Summary
This thesis deals with the creation of an interactive wall game developed in Unity. The main goal is to improve an existing game whose code and controls are not in optimal condition. It is these elements that are the main points of the analysis. Thesis also explores other games available for the interactive wall. Design patterns are researched to ensure high-quality software design. Subsequently, a software and game design document is created, which serves as the basis for the implementation.
The Secret of Meenees: roguelite 3D game
Author
Michal Klik
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jan Matoušek
Department
Summary
The goal of this bachelor thesis is to modify the UX(PX), the tutorial and the game feel of the student-made 3d roguelite game The Secret of Meenees. These modifications are based on research, analyses of other games of similiar genre and user testing. Afterwards, the game will be published.
Real time rendering of 3D graphics using advanced texture models.
Author
Zdeněk Nejedlý
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Filip, Ph.D.
Department
Summary
This bachelor thesis explores the use of advanced textural material models for real-time rendering. The theoretical part describes different material models and classifies them according to~simplifying assumptions. It also discusses concepts from the field of real-time rendering. In~the practical part, it presents a design of a real-time renderer and discusses possible integration of a~BTF material model. This proposal is partially implemented as a prototype and used to create an application for rendering BTF materials. The paper concludes by comparing this prototype with conventional approaches.
Quest design for Asylum Exodus
Author
Šimon Taněv
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jan Matoušek
Department
Summary
This thesis concerns itself with questdesign for the game Asylum Exodus. The thesis performs analysis of questdesign in selected RPG games. It then identifies rules for questdesign based on this analysis. The game is described with a Game design document in the original version, in the design of the solution and in the implementation of said solution. Asylum Exodus is a 2D pixelart RPG where the player is trying to escape from an asylum. The game is developed using the Godot game engine and the assets are created in Krita. The executable file is attached in the attachments and is distributed using the itch.io platform.
Hands as Controller: Exploiting Hand Sensing in an Interactive World
Author
Jakub Šamánek
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Tomáš Nováček
Department
Summary
This bachelor's thesis explores the design and implementation of a gaming controller prototype based on hand tracking technology. The motion data was collected using an Ultraleap device, which employs depth sensors, and alternatively, a single RGB camera in conjunction with the Mediapipe library. These methods were compared and evaluated to determine their applicability in game control contexts. A game prototype was created to facilitate the comparison, utilizing this control method. The test results indicate that hand tracking is enjoyable and immersive for players, effectively enabling interaction with computer games. The Ultraleap device demonstrated high accuracy and was clearly preferred by the players. In contrast, the RGB camera had significantly lower accuracy and gameplay, leading to this alternative control method being deemed impractical. This work lays the groundwork for further research in virtual world interactions and suggests potential directions for the future development of game controllers.
No Quiet on the Front
Author
Magdaléna Musilová
Year
2024
Type
Bachelor thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Ondřej Průcha
Department
Summary
The work focuses on the research of controls of games for large touchscreen devices. These findings are subsequently applied in creating recommendations for designing controls for games meant to be played on the interactive wall in the ggLab laboratory. These recommendations serve as the result of the theoretical part of this work.
As the pracital part of this thesis, a game named No Quiet on the Front was developed, which can be palyed on the interactive wall in the ggLab laboratory. It serves to add to the library of games playable on this device and also to test hypotheses created within the theoretical part of this work.
Master theses
Little Red Riding Hood in the Grammar Forest: Grammar generated self-learning game
Author
Klára Hájková
Year
2018
Type
Master thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jiří Chludil
Department
Summary
The thesis deals with procedural generation of a self-learning 2D game of the platformer type. Generation is conducted by stochastic context-sensitive grammar, rules of which are created based on game objects defined by the user. The model managing probability distribution of rules learns and adapts during the run of the game in such a way, so that the player is presented with custom-tailored and gradually more difficult challenges. Game prototype has been implemented and factors suitable for measuring and model's learning have been selected through user testing.
Metaviz: Creative Programming Guide
Author
Radka Hošková
Year
2022
Type
Master thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Adam Vesecký
Department
Summary
The goal of this work is to structuralize available information about creative programming. A part of this work is a set of interactive visualizations, available with description in web application Metaviz.
Tactile Matrix Box
Author
Jiří Šebele
Year
2022
Type
Master thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Vojtěch Tomas
Department
Summary
In this work, we explore the emerging field of tangible interactions, especially tangible surfaces. We research the state of the art in fiducial marker tracking, as well as current artificial intelligence approaches. Our goal is to improve upon the MIT Tactile Matrix design and to develop a simple to use SDK which students can use to develop novel tangible applications easily. We make the construction more flexible to accommodate the needs of the students, and we expand the functional range of the MIT Tactile Matrix by using ethernet communication. We discuss possible future applications and look back at case studies of the device's deployment.
Rogue planet: 2D strategy game
Author
Ladislav Strnad
Year
2023
Type
Master thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. David Bernhauer, Ph.D.
Department
Summary
This master's thesis deals with the final realization and release of the 2D strategy game Rogue Planet developed in Unity, the foundations of which were laid in the bachelor's thesis of the same author. Using the methods and tools of software engineering presented in the research, an analysis of the state of the already existing prototype of the game is performed, possible ways of further development of the game are identified and evaluated, and then a software and game design of its new form is created. According to the created design, a new version of the game is implemented, which is subsequently tested by quantitative user testing. Based on the analysis of the test results, the game is appropriately adjusted and subsequently released through the chosen digital distribution platform.
Neckventure: 2D platform game
Author
Barbora Kyseľová
Year
2024
Type
Master thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Jan Matoušek
Department
Summary
This thesis focuses on the creation of a 2D platform game called "Neckventure" which is designed for one player. The inspiration for this game are already existing titles of a similar nature. Therefore, the theoretical part of the work examines well established games with similar mechanics, that center around using a rope as means for traversing the game space. Based on this analysis, the thesis proposes a possible solution for creating own game. In subsequent development, usability is emphasized to make the game accessible and intuitive for users, as is the case with regular software products. The game is developed with the Unity game engine and subsequently also released for free download, through the itch.io platform.
Interactive Walls: Bridging Play, Health, and Technology
Author
Viktor Káčer
Year
2024
Type
Master thesis
Supervisor
Ing. Radek Richtr, Ph.D.
Reviewers
Ing. Ondřej Průcha
Department
Summary
This master's thesis explores the realm of interactive wall technology, beginning with an overview of its definition, use cases, and an analysis of existing solutions. Subsequent chapters delve into the concept of active play, distinguishing between digital and non digital play experiences. The discussion extends to physical health considerations across various age groups, including children to the elderly, along with methodologies for measuring and enhancing physical well-being. A comprehensive examination of gamification follows, elucidating principles of motivation, user engagement, and the attainment of flow states. User experience and interface design are then explored, with a particular focus on the unique considerations inherent in interactive wall interfaces, alongside an introductory discussion on dark patterns. The final chapter details the implementation of a physical fitness application tailored specifically for INITI interactive wall, offering insights into development tips, user testing outcomes, and avenues for future enhancements.