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Bachelor's Thesis
Author of thesis: Šimon Olexa
Acad. year: 2025/2026
Supervisor: doc. Ing. Vítězslav Beran, Ph.D.
Reviewer: Ing. Tibor Kubík
The goal of this thesis is to generate an animated object and get it into a 3D scene automatically. To achieve this, we used an Artificial Intelligence model to generate the animation and a parametric 3D model, which can change its shape based on a set of parameters given. After testing, the pipeline proved functional across its core use cases, generating a new animated object from a text prompt, modifying an already existing object’s animation, and generating groups of animated objects. The contribution of this thesis is showing that the use of Artificial Intelligence for the generation of animations or animated objects can help simplify and hasten the process of development by eliminating the need to manually create and animate an object.
Parametric body model, AI, 3D animation, Motion generation, Motion Diffusion Model, Mesh, Rigging, Skinning, Animation retargeting
Date of defence
17.06.2026
Result of the defence
Defended (thesis was successfully defended)
Grading
C
Process of defence
Student nejprve prezentoval výsledky, kterých dosáhl v rámci své práce. Komise se poté seznámila s hodnocením vedoucího a posudkem oponenta práce. Student následně odpověděl na otázky oponenta a na další otázky přítomných. Komise se na základě posudku oponenta, hodnocení vedoucího, přednesené prezentace a odpovědí studenta na položené otázky rozhodla práci hodnotit stupněm C.
Topics for thesis defence
Language of thesis
English
Faculty
Fakulta informačních technologií
Department
Department of Computer Graphics and Multimedia
Study programme
Information Technology (BIT)
Composition of Committee
doc. Ing. František Zbořil, CSc. (předseda) doc. Ing. Michal Španěl, Ph.D. (místopředseda) Ing. Jan Pluskal, Ph.D. (člen) Ing. Aleš Smrčka, Ph.D. (člen) Ing. Josef Strnadel, Ph.D. (člen)
Supervisor’s reportdoc. Ing. Vítězslav Beran, Ph.D.
Šimon Olexa dedicated himself to the project conscientiously and with great interest, demonstrating his ability to work independently. A significant portion of his effort was devoted to overcoming specific technical implementation challenges. While this left room for improvement in the overall process and its components, with a more detailed, systematic methodology, the resulting solution is fully functional and has been validly tested. The student demonstrated engineering skills and successfully delivered a functional solution.
The assignment might seem straightforward, but it hides several nontrivial technical challenges. In addition to studying and selecting suitable models for the automatic generation of 3D objects and their animations, the solution required a solid understanding of animation techniques and relevant data structures. Šimon Olexa successfully focused his work on generating 3D character models and their animations. The assignment was completed, and the final system is functional and has been validly tested, meeting expectations. The project is self-contained and does not build on previous work.
The student actively searched for technical resources and materials regarding 3D character animation methods. He utilized several essential relevant sources, while less methodical references, such as documentation and software manuals for the generation tools, are appropriately cited in the footnotes.
Šimon Olexa was active and showed a strong interest in the topic. He attended consultations regularly, well-prepared, and according to the schedule. In the initial phase, the student was focused on a more general implementation. As the project progressed, he deepened his understanding of core animation techniques and data structures, allowing him to shift his primary focus to specific subtasks.
Work on system design, character generation, and the preparation of the test data set progressed continuously. While there was some room for improvement in completing the thesis with greater lead time before the deadline, the final content and the results of the evaluation experiments were consulted, and the main supervisor's recommendations were incorporated.
Grade proposed by supervisor: B
Reviewer’s reportIng. Tibor Kubík
The student demonstrated good skills in enabling user interaction with a machine learning model in the complex task of generating 3D animations. The created pipeline and its individual components are meaningful and show that the student had to gain a solid understanding of 3D animations, their automatic generation, and their deployment in commonly used frameworks such as Unity. The technical report is a minor weakness of the thesis. Nevertheless, considering the implemented system and the overall scope of the work, I evaluate the thesis as good.
Evaluation level: průměrně obtížné zadání
The aim of this thesis is to generate animated 3D objects from textual prompts. The difficulty of such a topic can vary considerably, depending on whether the work focuses on proposing a new machine learning model or rather on using existing pre-trained models and creating a user interface for convenient generation. The student chose the latter direction and implemented a system based on available models and tools. I therefore consider the assignment to be of moderate difficulty.
The technical report has some issues that make the work harder to understand. For a significant part of the text, the goal of the thesis is described only very generally, and it becomes clear rather late whether the work focuses on developing or evaluating machine learning models, or on integrating an existing model into a user-facing system.
The text also makes several claims that are not sufficiently supported by experiments. For example, showing that AI can simplify and speed up animation creation would require comparison with a traditional workflow, and showing that the choice of AI model is crucial would require comparing multiple models. The thesis meets the assignment, but some of the presented conclusions are stronger than what the evaluation supports.
The literature review would benefit from a broader overview of machine-learning-based animation generation methods. Section 2.6 describes only the method used in the thesis, which makes the choice of this method seem somewhat convenient rather than well justified. The description of the proposed solution, technical details, and implementation is generally good. Remaining weaknesses are the less readable system diagrams in Figures 3.1 and 4.1, and the fact that testing could have been separated more clearly from the implementation chapter.
The typographic quality of the thesis is generally good, although the text contains a few minor issues. One of the more noticeable problems is the way figures, tables, and sections are referenced in the text. For example, a reference such as “This is shown in 2.4” is ambiguous, as it does not specify whether it refers to a figure, table, or section. Other smaller issues are inconsistent capitalization in section titles and occasional missing full stops at the end of sentences. The thesis is written in good technical English.
The practical output of the thesis is a custom system for generating animations from text prompts for a specific type of data: 3D human characters. The system consists of several components: a ML backend server handling prompts from the client application, an intermediate layer using SMPL for Blender to map animation parameters to GLB 3D objects, and an experimental Unity scene with interactive elements that communicates with the server. Although part of the work is the creation of a user interface in which users can interactively specify and modify 3D animations in a 3D scene, the user testing focuses more on the perceived quality and plausibility of the generated animations than on the usability of the application itself. Nevertheless, the resulting implementation is appropriate for a bachelor’s thesis.
The results are useful for users who would like to generate 3D character animations of different types for their own projects. In its current form, the server and user interface are tied to a specific 3D scene in Unity. However, the animations are exported in a common format, so they can also be used in other scenes. The practical usability of the work would be higher if the animation specification was not tied to one particular scene, but implemented in a more general way, for example, as part of a Unity UI.
Evaluation level: zadání splněno
The assignment has been fulfilled. The student created a framework that combines an available pre-trained machine learning model for text-based animation generation with an experimental prototype of a 3D scene. Within this scene, the user can generate several animations of 3D characters by specifying a text prompt and other parameters. The system also allows the user to edit existing animation sequences. The technical report includes the required system testing in the form of user testing and verification of the generated 3D animations.
Evaluation level: je v obvyklém rozmezí
The length of the technical report is within the expected range.
The work with literature is below average. One of the most technical parts of the theoretical section, dealing with generative AI for animations, relies in several places on footnote references to blogs and popular science websites. A broader selection of sources related to methods similar to MDM [7] is missing. The bibliography contains only nine items in total. Moreover, some references, such as [7] and [8], are cited as arXiv preprints, even though peer-reviewed versions, for example, conference or journal publications, are available. Reference [1] is incomplete.
Grade proposed by reviewer: C
Responsibility: Mgr. et Mgr. Hana Odstrčilová