Graphics Projects 2012

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Following projects have been developed at Brno University of Technology in academic year 2011/2012. Projects of the various academic years are on the pages Inventor Projects 2005, Inventor Projects 2006, Graphics Projects 2007, Graphics Projects 2010, Graphics Projects 2011, Graphics Projects 2013 and Graphics Projects 2014.

The projects were supervised by Jan Pečiva (aka PCJohn, peciva at.png

Most of the projects are placed in public domain. See license information in the source files.



Computer game project focused on light effects


What does it do:

  • FPS Game - killing skeletons
  • Phong lighting
  • Normal mapping
  • Parallax mapping
  • Parallax occlusion mapping
  • Iterative parallax mapping
  • Experimental method with Silhouettes


  • Dušan Hupka
    (xhupka00 at.png

License: BSD

Sources: (41KB)

Binaries: (72MB)

Report: BP_xhupka00.pdf (1.9MB)


Collaborative Interaction among Users in Virtual 3D Scene


What does it do:

  • Arcade - Space arena
  • HotSeat or LAN - up to 4 player
  • Simple Artificial Intelligence
  • EXPLOSIONS! (Particle effects)
  • Qt, OpenSceneGraph


  • Michal Tóth
    (xtothm00 at.png

License: public domain

Sources: (108 KB)

Binaries and Graphics: Kimu.rar (35 MB)

SourceForge: link


Graphics Scene Visualization Using OGRE Library


What does it do:

  • Futuristic racing game inspired by Wipeout and TRON
  • Single player gameplay
  • Split screen gameplay for two players
  • Shaders in Cg and particle effects
  • OGRE 3D, Bullet physics, OgreOggSound, MyGUI


  • Marián Ondrejíček
    (xondre02 at.png

License: GNU GPLv2

Sources: link (160 KB)

Binaries and Data: link (55 MB)

Video: link


Raytracing of Virtual Graphics Scenes


What it does:

  • physically precise complex light model based on Fresnel's equations
  • reflections and refractions
  • Schlick's BRDF approximation for transparent objects
  • Phong lighting model with Phong shading
  • scalable multi-threaded parallel computation for optimal CPU utilization
  • 4x or 8x FSAA (multisampling) for better image quality
  • scalable surface reflections and interface refractions
  • multiple texturing modes with bilinear filtering
  • both interactive and console (batch) operation supported
  • OpenSceneGraph scenes input

NOTE: if you don't already have OSG installed, unpack the OSG binaries into the bin directory



  • Andrej rypák
    (xrypak00 at.png

License: GNU GPLv3

Sources: (56KB)

Binaries and models: (24MB)

OSG binaries: (29MB)

Report: DP_xrypak00.pdf (4.3MB)


OpenGL Performance Measurement Tool


What does it do:

  • Phong shading with specular
  • Bump Mapping
  • Simple parallax mapping
  • Steep parallax mapping
  • Parallax occlusion mapping
  • 2 methods of self-shadowing


  • Pavol Rehorčík
    (xrehor00 at.png

License: public domain

Sources: (10 MB)

Binaries: (21 MB)

Report: BT Pavol Rehorčík.pdf (4 MB)


Graphics Scene Visualization Using Shadow Maps


What does it do:

  • 3 testing scenes
  • Shadow mapping
  • Soft Shadow mapping
  • Parallel Split Shadow Mapping
  • Light Space Perspective Shadow Mapping
  • Light Space Perspective Shadow Mapping using multiple cammeras


  • Tomáš Plachý
    (xplach02 at.png

License: Simplified BSD

Sources: (27 MB)

Binaries: (5 MB)

Report: BP Tomáš Plachý.pdf (8 MB)


Level of Detail (LOD) Algorithms in OpenSceneGraph Library


What does it do:

  • Player controlled ship in an open space environment
  • Thousands of asteroids with active level of detail
  • OpenSceneGraph LOD as well as own LOD implementation
  • Alpha blending
  • Particle system effects


  • xkouko00
    (xkouko00 at.png

License: public domain

Sources: (42KB)

Binaries: (23MB)

Report: BP_xkouko00.pdf (2.5MB)