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Visar resultat 1 - 5 av 8 uppsatser som matchar ovanstående sökkriterier.

  1. 1. The World in 3D : Geospatial Segmentation and Reconstruction

    Master-uppsats, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Författare :David Robín Karlsson; [2022]
    Nyckelord :deep learning; ai; machine learning; geospatial; gis; heightmap; semantic segmentation; satellite imagery; aerial imagery;

    Sammanfattning : Deep learning has proven a powerful tool for image analysis during the past two decades. With the rise of high resolution overhead imagery, an opportunity for automatic geospatial 3D-recreation has presented itself. This master thesis researches the possibil- ity of 3D-recreation through deep learning based image analysis of overhead imagery. LÄS MER

  2. 2. Spherical Terrains Compared : A Standardized Performance Comparison Between Heightmaps and Marching Cubes

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Christian Leo; Oskar Hansen; [2021]
    Nyckelord :Terrain; Planetary; Procedural; Performance; Generation;

    Sammanfattning : 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

  3. 3. User perception on procedurally generated cities affected with a heightmapped terrain parameter

    M1-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Adam Brodd; Andreas Eriksson; [2019]
    Nyckelord :Procedural city generation; Perlin noise; Heightmap terrain; Future Work; heightmap; Procedurell stadsgenerering; Perlin; Heightmap terräng; hightmap;

    Sammanfattning : 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

  4. 4. SeamScape A procedural generation system for accelerated creation of 3D landscapes

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Sebastian Ekman; Anders Hansson; Thomas Högberg; Anna Nylander; Alma Ottedag; Joakim Thorén; [2016-10-24]
    Nyckelord :Procedural generation; Computer Graphics; Unreal Engine; L-systems; Noise functions;

    Sammanfattning : 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

  5. 5. Large Scale Generation of Voxelized Terrain

    Master-uppsats, Institutionen för systemteknik; Tekniska högskolan

    Författare :Pierre LeMoine; [2013]
    Nyckelord :Erosion; Terrain; GPU; Heightmap; Voxel;

    Sammanfattning : 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