Sökning: "Heightmap terrain"
Hittade 5 uppsatser innehållade orden Heightmap terrain.
1. Spherical Terrains Compared : A Standardized Performance Comparison Between Heightmaps and Marching Cubes
Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskapSammanfattning : Background. Games are becoming increasingly large, and that includes space games. They require new features to be developed and planets to be generated. Heightmap- and marching cubes-algorithms, allow for the generation of spherical objects and planets when adapted. LÄS MER
2. User perception on procedurally generated cities affected with a heightmapped terrain parameter
M1-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskapSammanfattning : Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand. LÄS MER
3. SeamScape A procedural generation system for accelerated creation of 3D landscapes
Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknikSammanfattning : This bachelor thesis rose from the idea of speeding up game production by using procedural generation techniques. Procedural generation in the project’s scope involves the algorithmic production of data which represents a 3D environment. LÄS MER
4. Large Scale Generation of Voxelized Terrain
Master-uppsats, Institutionen för systemteknik; Tekniska högskolanSammanfattning : Computer-aided generation of virtual worlds is vital in modern content production. To manuallycreate all the details which todays computers can visualize would be too daunting atask for any number of artists. Procedural algorithms can quickly generate content, but thecontent suffers from being repetitive. LÄS MER
5. Utveckling av terräng ochpartikeleffekter med Lightweight Java Game Library (LWJGL)
Kandidat-uppsats, KTH/Skolan för informations- och kommunikationsteknik (ICT)Sammanfattning : Denna rapport ar resultatet av ett examensarbete som har utforts vid institutionen for informationsoch kommunikationsteknik, Kungliga Tekniska Hogskolan (KTH), och omfattar 15 hp. Rapporten presenterar ett arbete dar examensarbetarna har utvecklat en terrang med hojdskillnader och ljussattning, partikeleffekter (CPU-GPU implementering) som liknar ett fyrverkeri, partikeleffekter (GPU implementering) som visar olika monster samt en kamera for att kunna observera spelvarlden fran alla mojliga olika vinklar i 3D med API:et Lightweight Java Game Library (LWJGL). LÄS MER