Merge branch 'fix/footnotes'
This commit is contained in:
commit
d3b4f7b6d2
@ -192,10 +192,10 @@ V realitě tohle chování paprsku popisujeme integrály. V počítačové grafi
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Funkce $T$, která mapuje hodnoty voxelů na barvu a průhlednost. Klasifikuje voxely. [^pa213]
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[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
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[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
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[^pa213]: PA213 Advanced Computer Graphics
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[^marching]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422)
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[^marching]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra)
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[^dual]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/)
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[^delaunay]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation)
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[^marching-cubes]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422)
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[^marching-tetrahedra]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra)
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[^dual-contouring]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/)
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[^delaunay-triangulation]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation)
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[^gpugems]: [GPU Gems: Volume Rendering Techniques](https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-39-volume-rendering-techniques)
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@ -243,5 +243,5 @@ Pro výpočet spekulárního osvětlení se používá zrcadlový vektor a Fresn
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[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
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[^pb009]: [Interaktivní osnova PB009 by xrosecky](https://is.muni.cz/auth/el/fi/jaro2023/PB009/index.qwarp)
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[^pv227-2022]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
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[^pb009-io]: [Interaktivní osnova PB009 by xrosecky](https://is.muni.cz/auth/el/fi/jaro2023/PB009/index.qwarp)
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@ -243,4 +243,4 @@ Stíny jsou důležité, jelikož:
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Existuje množství algoritmů. Například shadow mapy s Percentage Closer Filtering (PCF). Jsou ale výpočetně náročnější než hard shadows.
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[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
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[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
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@ -630,7 +630,7 @@ int KnuthMorrisPratt(string text, string pattern)
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[^iv003]: [IV003 Algoritmy a datové struktury II (jaro 2021)](https://is.muni.cz/auth/el/fi/jaro2021/IV003/)
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[^iv003]: https://is.muni.cz/auth/el/fi/jaro2021/IV003/um/slides/stringmatching.pdf
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[^rabin]: https://en.wikipedia.org/wiki/Rabin%E2%80%93Karp_algorithm
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[^iv003-strings]: https://is.muni.cz/auth/el/fi/jaro2021/IV003/um/slides/stringmatching.pdf
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[^rabin-karp-wiki]: https://en.wikipedia.org/wiki/Rabin%E2%80%93Karp_algorithm
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[^horner]: https://en.wikipedia.org/wiki/Horner%27s_method
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[^backtracking]: https://betterprogramming.pub/the-technical-interview-guide-to-backtracking-e1a03ca4abad
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@ -323,19 +323,19 @@ Numerická diferenciace se využívá pro aproximaci differenciálních rovnic (
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[^ma018]: [MA018 Numerical Methods (podzim 2019)](https://is.muni.cz/auth/el/fi/podzim2019/MA018/)
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[^numerical]: [Wikipedia: Numerical analysis](https://en.wikipedia.org/wiki/Numerical_analysis)
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[^root]: [Wikipedia: Root-finding algorithms](https://en.wikipedia.org/wiki/Root-finding_algorithms)
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[^numerical-analysis]: [Wikipedia: Numerical analysis](https://en.wikipedia.org/wiki/Numerical_analysis)
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[^root-finding]: [Wikipedia: Root-finding algorithms](https://en.wikipedia.org/wiki/Root-finding_algorithms)
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[^rate]: [Wikipedia: Rate of convergence](https://en.wikipedia.org/wiki/Rate_of_convergence)
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[^regula]: [Wikipedia: Regula falsi](https://en.wikipedia.org/wiki/Regula_falsi)
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[^gauss]: [Wikipedia: Gaussian elimination](https://en.wikipedia.org/wiki/Gaussian_elimination)
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[^jacobi]: [Wikipedia: Jacobi method](https://en.wikipedia.org/wiki/Jacobi_method)
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[^gauss]: [Wikipedia: Gauss-Seidel method](https://en.wikipedia.org/wiki/Gauss%E2%80%93Seidel_method)
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[^relaxation]: [Wikipedia: Relaxation (iterative method)](<https://en.wikipedia.org/wiki/Relaxation_(iterative_method)>)
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[^regula-falsi]: [Wikipedia: Regula falsi](https://en.wikipedia.org/wiki/Regula_falsi)
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[^gauss-elimination]: [Wikipedia: Gaussian elimination](https://en.wikipedia.org/wiki/Gaussian_elimination)
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[^jacobi-method]: [Wikipedia: Jacobi method](https://en.wikipedia.org/wiki/Jacobi_method)
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[^gauss-seidel]: [Wikipedia: Gauss-Seidel method](https://en.wikipedia.org/wiki/Gauss%E2%80%93Seidel_method)
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[^relaxation-method]: [Wikipedia: Relaxation (iterative method)](<https://en.wikipedia.org/wiki/Relaxation_(iterative_method)>)
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[^differentiation]: [Wikipedia: Numerical differentiation](https://en.wikipedia.org/wiki/Numerical_differentiation)
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[^finite]: [Wikipedia: Finite difference](https://en.wikipedia.org/wiki/Finite_difference)
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[^finite]: [Wikipedia: Finite difference method](https://en.wikipedia.org/wiki/Finite_difference_method)
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[^finite-difference]: [Wikipedia: Finite difference](https://en.wikipedia.org/wiki/Finite_difference)
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[^finite-difference-method]: [Wikipedia: Finite difference method](https://en.wikipedia.org/wiki/Finite_difference_method)
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[^richardson]: [Wikipedia: Richardson extrapolation](https://en.wikipedia.org/wiki/Richardson_extrapolation)
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[^linear]: [Wikipedia: System of linear equations](https://en.wikipedia.org/wiki/System_of_linear_equations)
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[^numerical]: [Wikipedia: Numerical stability](https://en.wikipedia.org/wiki/Numerical_stability)
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[^numericka]: [Wikipedia: Numerická metoda](https://cs.wikipedia.org/wiki/Numerick%C3%A1_metoda)
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[^order]: [What is the intuitive meaning of order of accuracy and order of approximation?](https://math.stackexchange.com/questions/2873291/what-is-the-intuitive-meaning-of-order-of-accuracy-and-order-of-approximation)
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[^linear-eq]: [Wikipedia: System of linear equations](https://en.wikipedia.org/wiki/System_of_linear_equations)
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[^numerical-stability]: [Wikipedia: Numerical stability](https://en.wikipedia.org/wiki/Numerical_stability)
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[^numericka-metoda]: [Wikipedia: Numerická metoda](https://cs.wikipedia.org/wiki/Numerick%C3%A1_metoda)
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[^order-question]: [What is the intuitive meaning of order of accuracy and order of approximation?](https://math.stackexchange.com/questions/2873291/what-is-the-intuitive-meaning-of-order-of-accuracy-and-order-of-approximation)
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@ -526,15 +526,15 @@ Neparametrické testy nejsou založené (jen) na parametrech pravděpodobnostní
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[^cdf]: [Wikipedia: Cumulative distribution function](https://en.wikipedia.org/wiki/Cumulative_distribution_function)
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[^mean]: [Wikipedia: Mean](https://en.wikipedia.org/wiki/Mean)
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[^clv]: [Wikipedia: Centrální limitní věta](https://cs.wikipedia.org/wiki/Centr%C3%A1ln%C3%AD_limitn%C3%AD_v%C4%9Bta)
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[^consistent]: [Wikipedia: Consistent estimator](https://en.wikipedia.org/wiki/Consistent_estimator)
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[^consistent-estimator]: [Wikipedia: Consistent estimator](https://en.wikipedia.org/wiki/Consistent_estimator)
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[^statistic]: [Wikipedia: Statistic](https://en.wikipedia.org/wiki/Statistic)
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[^mle]: [Wikipedia: Maximum likelihood estimation](https://en.wikipedia.org/wiki/Maximum_likelihood_estimation)
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[^mom]: [Wikipedia: Method of moments](<https://en.wikipedia.org/wiki/Method_of_moments_(statistics)>)
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[^null]: [Wikipedia: Null hypothesis](https://en.wikipedia.org/wiki/Null_hypothesis)
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[^p]: [Wikipedia: P-hodnota](https://cs.wikipedia.org/wiki/P-hodnota)
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[^p-value]: [Wikipedia: P-hodnota](https://cs.wikipedia.org/wiki/P-hodnota)
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[^mv013]: [MV013 Statistics for Computer Science (jaro 2021)](https://is.muni.cz/auth/el/fi/jaro2021/MV013/)
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[^anova]: [Wikipedia: Analysis of variance](https://en.wikipedia.org/wiki/Analysis_of_variance)
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[^nezavislost]: [Wikipedia: Statistická nezávislost](https://cs.wikipedia.org/wiki/Statistick%C3%A1_nez%C3%A1vislost)
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[^t]: [Wikipedia: T-test](https://cs.wikipedia.org/wiki/T-test)
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[^chi]: [Chi-square tests](https://www.scribbr.com/statistics/chi-square-tests/)
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[^t-test]: [Wikipedia: T-test](https://cs.wikipedia.org/wiki/T-test)
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[^chi-squared]: [Chi-square tests](https://www.scribbr.com/statistics/chi-square-tests/)
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[^moment]: [Momenty rozdělení](http://kfe.fjfi.cvut.cz/~limpouch/sigdat/pravdh/node10.html)
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@ -476,11 +476,11 @@ _Když máme objekt definovaný polévkou matematických symbolů místo hromád
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[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
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[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
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[^notes]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/)
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[^manifold]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold)
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[^klein]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle)
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[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
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[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
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[^notes-pa010]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/)
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[^manifold-wiki]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold)
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[^klein-bottle]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle)
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[^genus]: [Saul Schleimer: Notes on the complex of curves](https://www.researchgate.net/publication/228393582_Notes_on_the_complex_of_curves)
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[^topology]: [Topology vs. Geometry](https://www.austincc.edu/herbling/shape-of-space.pdf)
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[^boundaries]: [Ian Stroud: Boundary Representation Modelling Techniques](https://link.springer.com/book/10.1007/978-1-84628-616-2)
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@ -660,18 +660,18 @@ Polygonové povrchy dělíme v případě, kdy chceme je zjemnit, vyhladit.
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**Interpoluje** původní mesh. Funguje jen na trojúhelníkové síti.
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[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
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[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
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[^pb009]: Sochor: PB009 Principles of Computer Graphics (jaro 2019)
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[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
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[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
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[^pb009-2019]: Sochor: PB009 Principles of Computer Graphics (jaro 2019)
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[^smoothness]: [Wikipedia: Smoothness](https://en.wikipedia.org/wiki/Smoothness)
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[^mallinus]: [Jaakko Kurhila and Matti Mäkelä: Parametric Curves](https://www.cs.helsinki.fi/group/goa/mallinnus/curves/curves.html)
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[^geometric]: [Geometric Continuity of Parametric Curves: Three Equivalent Characterizations](https://ieeexplore.ieee.org/document/41470)
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[^geometric-continuity]: [Geometric Continuity of Parametric Curves: Three Equivalent Characterizations](https://ieeexplore.ieee.org/document/41470)
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[^lagrange]: [Wikipedia: Lagrange polynomial](https://en.wikipedia.org/wiki/Lagrange_polynomial)
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[^bspline]: [Wikipedia: B-spline](https://en.wikipedia.org/wiki/B-spline)
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[^hermite]: [Wikipedia: Cubic Hermite spline](https://en.wikipedia.org/wiki/Cubic_Hermite_spline)
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[^hermite-spline]: [Wikipedia: Cubic Hermite spline](https://en.wikipedia.org/wiki/Cubic_Hermite_spline)
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[^ferguson]: [ČVUT: Ferguson curve](https://marian.fsik.cvut.cz/~kongo/download/pcgr/lectures/01%20crv_ferg.pdf)
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[^coons]: [ČVUT: Coons curve](https://marian.fsik.cvut.cz/~kongo/download/pcgr/lectures/03%20crv_coons.pdf)
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[^coons]: [Wikipedia: Coons patch](https://en.wikipedia.org/wiki/Coons_patch)
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[^coons-path]: [Wikipedia: Coons patch](https://en.wikipedia.org/wiki/Coons_patch)
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[^nurbs]: [Wikipedia: Non-uniform rational B-spline](https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline)
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[^sweeping]: [Wikipedia: Solid modeling](https://en.wikipedia.org/wiki/Solid_modeling#Sweeping)
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[^horner]: [Wikipedia: Horner’s method](https://en.wikipedia.org/wiki/Horner%27s_method)
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@ -436,11 +436,11 @@ Neuronové sítě, jejichž architektura obsahuje cykly. Tedy výstup v jednom b
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[^classification]: [Wikipedia: Statistical classification](https://en.wikipedia.org/wiki/Statistical_classification)
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[^regression]: [Wikipedia: Regression analysis](https://en.wikipedia.org/wiki/Regression_analysis)
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[^clustering]: [Wikipedia: Cluster analysis](https://en.wikipedia.org/wiki/Cluster_analysis)
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[^pattern]: [Wikipedia: Pattern recognition](https://en.wikipedia.org/wiki/Pattern_recognition)
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[^pattern-recognition]: [Wikipedia: Pattern recognition](https://en.wikipedia.org/wiki/Pattern_recognition)
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[^hopfield]: [Wikipedia: Hopfield network](https://en.wikipedia.org/wiki/Hopfield_network)
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[^hebb]: [Wikipedia: Hebbian theory](https://en.wikipedia.org/wiki/Hebbian_theory)
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[^cnn]: [Wikipedia: Convolutional neural network](https://en.wikipedia.org/wiki/Convolutional_neural_network)
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[^rnn]: [Wikipedia: Recurrent neural network](https://en.wikipedia.org/wiki/Recurrent_neural_network)
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[^som]: [Wikipedia: Self-organizing map](https://en.wikipedia.org/wiki/Self-organizing_map)
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[^som]: [Self-Organizing Maps: Tutorial](https://sites.pitt.edu/~is2470pb/Spring05/FinalProjects/Group1a/tutorial/som.html)
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[^som]: [SDL Component Suite: Kohonen Network](http://www.lohninger.com/helpcsuite/kohonen_network_-_background_information.htm)
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[^som-tutorial]: [Self-Organizing Maps: Tutorial](https://sites.pitt.edu/~is2470pb/Spring05/FinalProjects/Group1a/tutorial/som.html)
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[^som-sdl]: [SDL Component Suite: Kohonen Network](http://www.lohninger.com/helpcsuite/kohonen_network_-_background_information.htm)
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@ -773,24 +773,24 @@ Inverzní funkce je velice užitečná, ale poměrně složitá, takže doufám,
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[^dip]: [Wikipedia: Digital image processing](https://en.wikipedia.org/wiki/Digital_image_processing)
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[^filter]: [Wikipedia: Filter (signal processing)](<https://en.wikipedia.org/wiki/Filter_(signal_processing)>)
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[^convolution]: [Wikipedia: Convolution](https://en.wikipedia.org/wiki/Convolution)
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[^edge]: [Wikipedia: Edge detection](https://en.wikipedia.org/wiki/Edge_detection)
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[^edge-detection]: [Wikipedia: Edge detection](https://en.wikipedia.org/wiki/Edge_detection)
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[^fourier]: [Wikipedia: Fourier transform](https://en.wikipedia.org/wiki/Fourier_transform)
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[^fft]: [Wikipedia: Fast Fourier transform](https://en.wikipedia.org/wiki/Fast_Fourier_transform)
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[^samping]: [Wikipedia: Sampling (signal processing)](<https://en.wikipedia.org/wiki/Sampling_(signal_processing)>)
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[^scaling]: [Wikipedia: Image scaling](https://en.wikipedia.org/wiki/Image_scaling)
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[^n]: [Wikipedia: Nyquist–Shannon sampling theorem](https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem)
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[^geometric]: [Wikipedia: Geometric transformation](https://en.wikipedia.org/wiki/Geometric_transformation)
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[^n-s]: [Wikipedia: Nyquist–Shannon sampling theorem](https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem)
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[^geometric-transform]: [Wikipedia: Geometric transformation](https://en.wikipedia.org/wiki/Geometric_transformation)
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[^reconstruction]: [Wikipedia: Signal reconstruction](https://en.wikipedia.org/wiki/Signal_reconstruction)
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[^wavelet]: [Wikipedia: Wavelet transform](https://en.wikipedia.org/wiki/Wavelet_transform)
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[^hough]: [Wikipedia: Hough transform](https://en.wikipedia.org/wiki/Hough_transform)
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[^radon]: [Wikipedia: Radon transform](https://en.wikipedia.org/wiki/Radon_transform)
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[^integral]: [Wikipedia: Integral transform](https://en.wikipedia.org/wiki/Integral_transform)
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[^integral-transform]: [Wikipedia: Integral transform](https://en.wikipedia.org/wiki/Integral_transform)
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[^histogram]: [Wikipedia: Histogram](https://en.wikipedia.org/wiki/Histogram)
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[^histogram]: [Wikipedia: Histogram equalization](https://en.wikipedia.org/wiki/Histogram_equalization)
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[^histogram]: [Bitesize: Histograms - Higher only](https://www.bbc.co.uk/bitesize/guides/zspfcwx/revision/3)
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[^histogram-eq]: [Wikipedia: Histogram equalization](https://en.wikipedia.org/wiki/Histogram_equalization)
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[^histogram-bbc]: [Bitesize: Histograms - Higher only](https://www.bbc.co.uk/bitesize/guides/zspfcwx/revision/3)
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[^sobel]: [Wikipedia: Sobel operator](https://en.wikipedia.org/wiki/Sobel_operator)
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[^canny]: [Wikipedia: Canny edge detector](https://en.wikipedia.org/wiki/Canny_edge_detector)
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[^canny]: [Canny Edge Detection Step by Step in Python — Computer Vision](https://towardsdatascience.com/canny-edge-detection-step-by-step-in-python-computer-vision-b49c3a2d8123)
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[^canny-tds]: [Canny Edge Detection Step by Step in Python — Computer Vision](https://towardsdatascience.com/canny-edge-detection-step-by-step-in-python-computer-vision-b49c3a2d8123)
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[^divergence]: [Wikipedia: Divergence (operátor)](<https://cs.wikipedia.org/wiki/Divergence_(oper%C3%A1tor)>)
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[^dog]: [Wikipedia: Difference of Gaussians](https://en.wikipedia.org/wiki/Difference_of_Gaussians)
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[^others]: https://hackmd.io/@fi-muni-viz-2022/SywCznl2t
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@ -528,7 +528,7 @@ Pracují na každém pixelu a jeho okolí -- strukturním elementu.
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[^pb130]: [PB130 Úvod do digitálního zpracování obrazu (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PB130/)
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[^pv131]: [PV131 Digitální zpracování obrazu (jaro 2023)](https://is.muni.cz/auth/el/fi/jaro2023/PV131/)
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[^image]: [Wikipedia: Image moment](https://en.wikipedia.org/wiki/Image_moment)
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[^image-moment]: [Wikipedia: Image moment](https://en.wikipedia.org/wiki/Image_moment)
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[^moment]: [Wikipedia: Moment (mathematics)](<https://en.wikipedia.org/wiki/Moment_(mathematics)>)
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[^morphology]: [Wikipedia: Mathematical morphology](https://en.wikipedia.org/wiki/Mathematical_morphology)
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@ -254,7 +254,7 @@ BRDF je řešena pomocí ray tracingu, radiosity, nebo nějakým hybridním ře
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||||
[^medek]:: [Lukáš Medek (CBE), Základní postupy při tvorbě assetů a herního vizuálu](++http://decibel.fi.muni.cz/pv255/2018/slides/PV255_-_06_-_Zakladni_postupy_pri_tvorbe_assetu_a_herniho_vizualu.pdf++)
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||||
[^modular]:: http://wiki.polycount.com/wiki/Modular_environments
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||||
[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
|
||||
[^pv255]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/)
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||||
[^texture]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping)
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||||
[^pa010]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/)
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||||
[^pv227-2022]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
|
||||
[^pv255-2022]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/)
|
||||
[^texture-mapping]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping)
|
||||
[^pa010-2021]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/)
|
||||
|
@ -363,19 +363,19 @@ Stíny jsou důležité, jelikož:
|
||||
Existuje množství algoritmů. Například shadow mapy s Percentage Closer Filtering (PCF). Jsou ale výpočetně náročnější než hard shadows.
|
||||
|
||||
|
||||
[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
|
||||
[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
|
||||
[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
|
||||
[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
|
||||
[^pa213]: PA213 Advanced Computer Graphics
|
||||
[^notes]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/)
|
||||
[^manifold]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold)
|
||||
[^klein]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle)
|
||||
[^notes-pa010]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/)
|
||||
[^manifold-wiki]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold)
|
||||
[^klein-bottle]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle)
|
||||
[^genus]: [Saul Schleimer: Notes on the complex of curves](https://www.researchgate.net/publication/228393582_Notes_on_the_complex_of_curves)
|
||||
[^gpugems]: [GPU Gems: Volume Rendering Techniques](https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-39-volume-rendering-techniques)
|
||||
[^marching]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422)
|
||||
[^marching]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra)
|
||||
[^dual]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/)
|
||||
[^delaunay]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation)
|
||||
[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
|
||||
[^marching-cubes]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422)
|
||||
[^marching-tetrahedra]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra)
|
||||
[^dual-contouring]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/)
|
||||
[^delaunay-triangulation]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation)
|
||||
[^pv227-2022]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
|
||||
|
||||
## Další zdroje
|
||||
|
||||
|
@ -76,4 +76,4 @@ V principu funguje detekce kolizí tak, že v každém kroku fyzikální simulac
|
||||
Kolize se detekují v "průběhu pohybu" objektů -- pomocí supersamplingu, raycastingu, swept spheres, atd. Výpočetně náročné.
|
||||
|
||||
|
||||
[^pa199]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/)
|
||||
[^pa199-2022]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/)
|
||||
|
@ -307,18 +307,18 @@ Specifický pohyb postav bezvědomí. Kombinuje animace a fyziku. Je založená
|
||||
|
||||
[^medek]:: [Lukáš Medek (CBE), Základní postupy při tvorbě assetů a herního vizuálu](++http://decibel.fi.muni.cz/pv255/2018/slides/PV255_-_06_-_Zakladni_postupy_pri_tvorbe_assetu_a_herniho_vizualu.pdf++)
|
||||
[^modular]:: http://wiki.polycount.com/wiki/Modular_environments
|
||||
[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
|
||||
[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020)
|
||||
[^cel]: https://en.wikipedia.org/wiki/Cel_shading
|
||||
[^zeleny]: [Jan Zelený, Grafické efekty](++http://decibel.fi.muni.cz/pv255/2018/slides/PV255_-_09_-_Graficke_efekty.pdf++)
|
||||
[^hair]: https://www.fxguide.com/fxfeatured/pixars-renderman-marschner-hair/
|
||||
[^color]: [Using Look-up Tables for Color Grading](https://docs.unrealengine.com/5.2/en-US/using-look-up-tables-for-color-grading-in-unreal-engine/)
|
||||
[^color-grading]: [Using Look-up Tables for Color Grading](https://docs.unrealengine.com/5.2/en-US/using-look-up-tables-for-color-grading-in-unreal-engine/)
|
||||
[^coc]: https://en.wikipedia.org/wiki/Circle_of_confusion
|
||||
[^pa199]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/)
|
||||
[^pa199-2022]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/)
|
||||
[^quickhull]: [Barber, Dopkin, Huhdanpaa: The Quickhull Algorithm for Convex Hulls](https://dl.acm.org/doi/pdf/10.1145/235815.235821)
|
||||
[^ragdolls]: http://www.animats.com/
|
||||
[^bvh]: [Bittner: Bounding Volume Hierarchies for Ray Tracing](https://is.muni.cz/auth/el/fi/jaro2022/PA213/um/slides/BoundingVolumeHierarchiesforRayTracing.pdf)
|
||||
[^path]: [Path Tracing vs. Ray Tracing, Explained](https://www.techspot.com/article/2485-path-tracing-vs-ray-tracing/)
|
||||
[^bvh-rt]: [Bittner: Bounding Volume Hierarchies for Ray Tracing](https://is.muni.cz/auth/el/fi/jaro2022/PA213/um/slides/BoundingVolumeHierarchiesforRayTracing.pdf)
|
||||
[^path-tracing]: [Path Tracing vs. Ray Tracing, Explained](https://www.techspot.com/article/2485-path-tracing-vs-ray-tracing/)
|
||||
[^bvh]: [Pharr, Jakob, Humphreys; Physically Based Rendering: From Theory To Implementation; Chapter 4: Bounding Volume Hierarchies](https://www.pbr-book.org/3ed-2018/Primitives_and_Intersection_Acceleration/Bounding_Volume_Hierarchies)
|
||||
[^pv255]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/)
|
||||
[^pa010]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/)
|
||||
[^texture]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping)
|
||||
[^pv255-2022]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/)
|
||||
[^pa010-2021]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/)
|
||||
[^texture-mapping]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping)
|
||||
|
@ -325,13 +325,13 @@ Herní žánry jsou jednoduchou, byť ne zcela přesnou, klasifikací her podle
|
||||
- [Greg Costikyan: I Have No Words & I Must Design: Toward a Critical Vocabulary for Game](http://www.costik.com/nowords2002.pdf)
|
||||
|
||||
|
||||
[^pa215]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp
|
||||
[^pa215]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/
|
||||
[^pa215-2022]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp
|
||||
[^pa215-2019]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/
|
||||
[^schell]: Jesse Schell, _The Art of Game Design: A Book of Lenses_
|
||||
[^hadanka]: https://cs.wikipedia.org/wiki/H%C3%A1danka
|
||||
[^leblanc]: http://algorithmancy.8kindsoffun.com/
|
||||
[^mda]: https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
|
||||
[^badges]: https://kumu.io/gamebadges/gamebadges
|
||||
[^cgo]: https://autosemanticgame.institutedigitalgames.com/ontologies/core-game-ontology/
|
||||
[^pa216]: https://is.muni.cz/auth/el/fi/jaro2020/PA216/index.qwarp
|
||||
[^pa216-2020]: https://is.muni.cz/auth/el/fi/jaro2020/PA216/index.qwarp
|
||||
[^genre]: https://en.wikipedia.org/wiki/Video_game_genre
|
||||
|
@ -304,12 +304,12 @@ Proces, kdy je game design testován na hráčích po celou dobu vývoje. A to
|
||||
> — Pozzi & Zimmerman
|
||||
|
||||
|
||||
[^magic]: https://en.wikipedia.org/wiki/Magic_circle_(virtual_worlds)
|
||||
[^rules]: Salen, Katie & Zimmerman, Eric. Rules of Play: Game Design Fundamentals. 2003.
|
||||
[^zimmerman]: [Eric Zimmerman: Jerked Around by the Magic Circle - Clearing the Air Ten Years Later](https://www.gamedeveloper.com/design/jerked-around-by-the-magic-circle---clearing-the-air-ten-years-later)
|
||||
[^ergodic]: https://en.wikipedia.org/wiki/Ergodic_literature
|
||||
[^magic-circle-wiki]: https://en.wikipedia.org/wiki/Magic_circle_(virtual_worlds)
|
||||
[^rules-of-play]: Salen, Katie & Zimmerman, Eric. Rules of Play: Game Design Fundamentals. 2003.
|
||||
[^zimmerman-essay]: [Eric Zimmerman: Jerked Around by the Magic Circle - Clearing the Air Ten Years Later](https://www.gamedeveloper.com/design/jerked-around-by-the-magic-circle---clearing-the-air-ten-years-later)
|
||||
[^ergodic-literature-wiki]: https://en.wikipedia.org/wiki/Ergodic_literature
|
||||
[^wiki]: https://en.wikipedia.org/wiki/Game_theory
|
||||
[^pa215]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp
|
||||
[^pa215-2022]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp
|
||||
[^zagalo]: https://www.slideshare.net/nzagalo/videogame-narrative
|
||||
[^pa215]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/
|
||||
[^fuck]: [Don’t follow these rules!: A Primer for Playtesting, Nathalie Pozzi and Eric Zimmerman](https://static1.squarespace.com/static/579b8aa26b8f5b8f49605c96/t/5962a494bebafbc89ca001b6/1499636884792/A+Primer+for+Playtesting.pdf)
|
||||
[^pa215-2019]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/
|
||||
[^fuck-rules]: [Don’t follow these rules!: A Primer for Playtesting, Nathalie Pozzi and Eric Zimmerman](https://static1.squarespace.com/static/579b8aa26b8f5b8f49605c96/t/5962a494bebafbc89ca001b6/1499636884792/A+Primer+for+Playtesting.pdf)
|
||||
|
@ -389,7 +389,7 @@ Gamifikace ale mnohdy zůstává u jednoduchých herních prvků, jako jsou achi
|
||||
|
||||
|
||||
- Nové části otázky je vypracována dle prezentací z předmětu [PV255](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/lec/).
|
||||
[^netwok]: https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/lec/Networking_in_computer_games.ppsx
|
||||
[^netwok-delay]: https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/lec/Networking_in_computer_games.ppsx
|
||||
[^cg]: https://www.cgspectrum.com/blog/game-development-process
|
||||
[^g2]: https://www.g2.com/articles/stages-of-game-development
|
||||
[^monetization]: https://en.wikipedia.org/wiki/Video_game_monetization
|
||||
@ -398,5 +398,5 @@ Gamifikace ale mnohdy zůstává u jednoduchých herních prvků, jako jsou achi
|
||||
[^figma]: https://www.figma.com/resource-library/difference-between-ui-and-ux/
|
||||
[^perlin]: https://en.wikipedia.org/wiki/Perlin_noise
|
||||
[^serious]: https://grendelgames.com/what-are-serious-games/
|
||||
[^serious]: https://grendelgames.com/serious-games-terminology/
|
||||
[^serious]: https://grendelgames.com/what-are-the-five-types-of-serious-games/
|
||||
[^serious-terminology]: https://grendelgames.com/serious-games-terminology/
|
||||
[^serious-types]: https://grendelgames.com/what-are-the-five-types-of-serious-games/
|
||||
|
@ -543,11 +543,11 @@ Minmax i alpha-beta pruning se chápe nejlíp s vizualizací. Můžete kouknout
|
||||
|
||||
|
||||
[^pa217]: PA217 AI for Games
|
||||
[^ai]: Ian Millington, John Funge: Artificial Intelligence for Games
|
||||
[^ai-for-games]: Ian Millington, John Funge: Artificial Intelligence for Games
|
||||
[^steering]: [Steering Behaviors](https://slsdo.github.io/steering-behaviors/)
|
||||
[^navmesh]: [Navigation System in Unity](https://docs.unity3d.com/Manual/nav-NavigationSystem.html)
|
||||
[^astar]: [Introduction to the A\* Algorithm](https://www.redblobgames.com/pathfinding/a-star/introduction.html)
|
||||
[^civ5]: [Sid Meier’s Civilization V](https://store.steampowered.com/app/8930/Sid_Meiers_Civilization_V/)
|
||||
[^monte]: [Wikipedia: Monte Carlo method](https://en.wikipedia.org/wiki/Monte_Carlo_method)
|
||||
[^monte-carlo]: [Wikipedia: Monte Carlo method](https://en.wikipedia.org/wiki/Monte_Carlo_method)
|
||||
[^mcts]: [Wikipedia: Monte Carlo tree search](https://en.wikipedia.org/wiki/Monte_Carlo_tree_search)
|
||||
[^ida]: [Wikipedia: Iterative deepening A\*](https://en.wikipedia.org/wiki/Iterative_deepening_A*)
|
||||
[^ida-star]: [Wikipedia: Iterative deepening A\*](https://en.wikipedia.org/wiki/Iterative_deepening_A*)
|
||||
|
@ -296,18 +296,18 @@ Ambient occlusion approximuje, jak moc je objekt vystaven ambientním světlu. J
|
||||
|
||||
|
||||
[^pipeline]: [Rendering Pipeline Overview](https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview)
|
||||
[^post]: [Vertex Post-Processing](https://www.khronos.org/opengl/wiki/Vertex_Post-Processing)
|
||||
[^coordinate]: [LearnOpenGL: Coordinate Systems](https://learnopengl.com/Getting-started/Coordinate-Systems)
|
||||
[^sw]: [Verge3D Wiki: Coordinate Systems](https://www.soft8soft.com/wiki/index.php/Coordinate_Systems)
|
||||
[^post-process]: [Vertex Post-Processing](https://www.khronos.org/opengl/wiki/Vertex_Post-Processing)
|
||||
[^coordinate-systems]: [LearnOpenGL: Coordinate Systems](https://learnopengl.com/Getting-started/Coordinate-Systems)
|
||||
[^sw-coordinates]: [Verge3D Wiki: Coordinate Systems](https://www.soft8soft.com/wiki/index.php/Coordinate_Systems)
|
||||
[^viewport]: [`glViewport`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/glViewport.xhtml)
|
||||
[^depth]: [`glDepthRange`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDepthRange.xhtml)
|
||||
[^vulkan]: [Vulkan’s coordinate system](http://anki3d.org/vulkan-coordinate-system/)
|
||||
[^depth-range]: [`glDepthRange`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDepthRange.xhtml)
|
||||
[^vulkan-coords]: [Vulkan’s coordinate system](http://anki3d.org/vulkan-coordinate-system/)
|
||||
[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/)
|
||||
[^anti]: [LearnOpenGL: Anti-Aliasing](https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing)
|
||||
[^ambient]: [Wikipedia: Ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion)
|
||||
[^anti-aliasing]: [LearnOpenGL: Anti-Aliasing](https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing)
|
||||
[^ambient-occlusion]: [Wikipedia: Ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion)
|
||||
[^ssao]: [LearnOpenGL: SSAO](https://learnopengl.com/Advanced-Lighting/SSAO)
|
||||
[^shadow]: [The Cg Tutorial: Shadow Mapping](https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter09.html)
|
||||
[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
|
||||
[^shadow-maps]: [The Cg Tutorial: Shadow Mapping](https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter09.html)
|
||||
[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)
|
||||
|
||||
## Další zdroje
|
||||
|
||||
|
@ -174,13 +174,13 @@ Typický 3D model se skládá nejen z meshe, ale i z materiálů, které jsou v
|
||||
|
||||
|
||||
[^avatar]: https://en.wikipedia.org/wiki/Avatar_(computing)
|
||||
[^vv036]: [VV036 3D Character Modeling (jaro 2023)](https://is.muni.cz/auth/el/fi/jaro2023/VV036/)
|
||||
[^vv036-2023]: [VV036 3D Character Modeling (jaro 2023)](https://is.muni.cz/auth/el/fi/jaro2023/VV036/)
|
||||
[^quads]: [Why are quads used in filmmaking and triangle in gaming?](https://computergraphics.stackexchange.com/questions/5465/why-are-quads-used-in-filmmaking-and-triangle-in-gaming)
|
||||
[^organic]: [Tips and tricks for organic modelling](https://www.creativebloq.com/tips-and-tricks-organic-modelling-7123070)
|
||||
[^texture]: [Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking)
|
||||
[^fk]: [FK and IK Explained - Which One to Use and When?](https://www.youtube.com/watch?v=0a9qIj7kwiA)
|
||||
[^texture-baking]: [Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking)
|
||||
[^fk-ik]: [FK and IK Explained - Which One to Use and When?](https://www.youtube.com/watch?v=0a9qIj7kwiA)
|
||||
[^envelopes]: [Blender: Deform](https://docs.blender.org/manual/en/latest/animation/armatures/bones/properties/deform.html)
|
||||
[^uv]: [Blender: Unwrapping > Mapping Types](https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html)
|
||||
[^uv-unwrap]: [Blender: Unwrapping > Mapping Types](https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html)
|
||||
|
||||
## Další zdroje
|
||||
|
||||
|
@ -4,7 +4,7 @@ import re
|
||||
TARGET_DIR = "src/content/docs/szmgr"
|
||||
|
||||
footnote_pattern = re.compile(r"\[([a-zA-Z0-9_-]+)\]\(#[a-zA-Z0-9_-]+\)")
|
||||
explanation_pattern = re.compile(r"- \[\[\[(\w+).+\]\]\]")
|
||||
explanation_pattern = re.compile(r"- \[\[\[([\w+-]+).+\]\]\]")
|
||||
|
||||
files = [f for f in os.listdir(TARGET_DIR) if f.endswith(".md")]
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user