Main Publications

Algorithm for detecting cyclone and anticyclone centres from...

30.10.2022 Journal of Spatial Science
Martin Prantl, Michal Žák, David Prantl

Martin Prantl and Michal Žák and David Prantl; Algorithm for detecting cyclone and anticyclone centres from mean sea level pressure layer; Journal of Spatial Science, 2022, Taylor & Francis, DOI:10.1080/14498596.2022.2134221

Border Detection for Seamless Connection of Historical Cadastral...

5.9.2021 ICDAR
Ladislav Lenc, Martin Prantl, Jiří Martínek, Pavel Král

Lenc L., Prantl M., Martínek J., Král P. (2021) Border Detection for Seamless Connection of Historical Cadastral Maps. In: Barney Smith E.H., Pal U. (eds) Document Analysis and Recognition – ICDAR 2021 Workshops. ICDAR 2021. Lecture Notes in Computer Science, vol 12916. Springer, Cham. https://doi.org/10.1007/978-3-030-86198-8_4

Estimation of differential quantities using Hermite RBF

12.9.2017 Visual Computer
Martin Prantl, Libor Váša
Estimation of differential quantities using Hermite RBF
Additional information and data: link

Screen Space Curvature and Ambient Occlusion

11.8.2017 VISIGRAPP 2016
Martin Prantl, Libor Váša, Ivana Kolingerová
Screen Space Curvature and Ambient Occlusion
In: Braz J. et al. (eds) Computer Vision, Imaging and Computer Graphics Theory and Applications. VISIGRAPP 2016. Communications in Computer and Information Science, vol 693. Springer, Cham

Curvature-Based Feature Detection for Head Modeling

11.6.2017 ICCS 2017
Martin Prantl, Věra Skorkovská, Petr Martínek, Ivana Kolingerová
Curvature-Based Feature Detection for Head Modeling
Procedia Computer Science, Volume 108, 2017, Pages 2323-2327, ISSN 1877-0509

Erosion-Inspired Simulation of Aging for Deformation-Based...

11.6.2017 ICCS 2017
Věra Skorkovská, Martin Prantl, Petr Martínek, Ivana Kolingerová
Erosion-Inspired Simulation of Aging for Deformation-Based Head Modeling
Procedia Computer Science, Volume 108, 2017, Pages 425-434, ISSN 1877-0509

Mesh Statistics for Robust Curvature Estimation

24.6.2016 SGP 2016
Libor Váša, Petr Vaněček, Martin Prantl, Věra Skorkovská, Petr Martínek, Ivana Kolingerová
Mesh Statistics for Robust Curvature Estimation
Computer Graphics Forum, 2016, The Eurographics Association and John Wiley & Sons Ltd., ISSN: 1467-8659
Implementation available here

Fast Screen Space Curvature Estimation on GPU

28.2.2016 VISIGRAPP 2016
Martin Prantl, Libor Váša, Ivana Kolingerová
Fast Screen Space Curvature Estimation on GPU
In Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2016) Volume 1: GRAPP, pp. 151-160 ISBN: 978-989-758-175-5, 2016.
Implementation available here
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Other Publications

C/C++ often used things

28.03.2018 perry.cz
Some things I sometimes use in C++ and dont want to google them all over again or they are just interesting. Templates, tips, pointers etc. Read

Swift C/C++ callbacks

10.05.2017 perry.cz
Calling C/C++ from Swift and Swift from C/C++ is not as trivial as it was in Objective-C. This page sumarize one possible approach. Read

Unity tips

17.11.2015 perry.cz
This page sumarizes some things I have used and I maybe will use them again in another project. This page is to remember them and found them easily, there is no pattern or order in presented things. Read

PostGIS/PostgreSQL tips

31.10.2015 perry.cz
PostgreSQL and its extension for spatial data - PostGIS. Some tips and benchmarks I have performed during some development. Read

C++ function pointers

29.09.2015 perry.cz
Function pointers (sometimes known as delegates) are powefull tool in many languages. They offer the users flexibility and allow you to call functions from almost everywhere. I have been using them for trigger system in a state machine. Read

Image compression overview

14.09.2014 ARXIV.org
Compression plays a significant role in a data storage and a transmission. If we speak about a generall data compression, it has to be a lossless one. It means, we are able to recover the original data 1:1 from the compressed file. Multimedia data (images, video, sound...), are a special case. In this area, we can use something called a lossy compression. Read

Basic OpenAL sound manager for your project

26.08.2014 GAMEDEV.com
Adding sound to your project can be a terrifying experience. You have to find the right library, right sound format and also put it all together. This tutorial is designed to be simple and yet a little robust. You can find full code attached to article as well, so you can learn directly from it. Read

Creating a Very Simple GUI System for Small Games - Part III

21.05.2014 GAMEDEV.com
There are a lot of discussion threads that deal with the eternal problem "What GUI should I use?". We are going to answer this question by creating our own system from scratch in several parts tutorial Read

Creating a Very Simple GUI System for Small Games - Part II

13.05.2014 GAMEDEV.com
There are a lot of discussion threads that deal with the eternal problem "What GUI should I use?". We are going to answer this question by creating our own system from scratch in several parts tutorial Read

Creating a Very Simple GUI System for Small Games - Part I

06.05.2014 GAMEDEV.com
There are a lot of discussion threads that deal with the eternal problem "What GUI should I use?". We are going to answer this question by creating our own system from scratch in several parts tutorial Read

Perspective projections in LH and RH systems

24.03.2014 GAMEDEV.com
If we looked more closely at DirectX and OpenGL, we can see one important difference in a projection. It doesn't matter if we use LH or RH system, in DirectX projection is mapped to interval [0, 1] while in OpenGL to [-1, 1]. What does that mean? Read

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