Sökning: "Perlin"

Visar resultat 1 - 5 av 17 uppsatser innehållade ordet Perlin.

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

    M1-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap; 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

  2. 2. Emergence of Structure in a Recurrent Network with Anisotropic Spatial Connectivity

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS); KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Malcolm Tivelius; Carl Nordling; [2018]
    Nyckelord :;

    Sammanfattning : Today homogeneous Locally Connected Random Networks are often used while simulating activity in the brain. The two possible activation patterns in this case are either a stand still activation or a travelling wave. The activation pattern in the brain could however be seen as something else. LÄS MER

  3. 3. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh

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

    Författare :Jonas BjarneGraul Sagdahl FredrikGelotte MatildaBurhöi Bengtsson Andersson; Kim Berger; Sebastian Kvarnström; [2017-08-10]
    Nyckelord :Procedural generation; Unity; Virtual Testing Environments; Radial Basis Function Interpolation; ;

    Sammanfattning : This thesis studies procedural generation as a method for generating a realistic terrain model, that will beused as a part of a virtual environment for testing the cameras of autonomous vehicles. The project wasdone in collaboration with Volvo Cars, and resulted in software that was able to generate a terrain modelwith only a mesh representing a road as input according to the customer’s requirements. LÄS MER

  4. 4. Performance comparison of parallel turbulent noise evaluation with different gradient selection methods

    Kandidat-uppsats, KTH/Skolan för datavetenskap och kommunikation (CSC); KTH/Skolan för datavetenskap och kommunikation (CSC)

    Författare :Alexander Lingtorp; Simon Mossmyr; [2017]
    Nyckelord :;

    Sammanfattning : Noise is of vital interest in many parts of computer sciene, especially in the computer graphics eld where noise is used to create nature-like e ects. Perlin’s 1985 algorithm to generate noise remains the most pop- ular in spite of many alternatives having been presented over the years. LÄS MER

  5. 5. Procedural city generation using Perlin noise

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för kreativa teknologier;

    Författare :Elias Frank; Niclas Olsson; [2017]
    Nyckelord :Procedural city generation; Perlin noise; Performance; Game content;

    Sammanfattning : Context. Procedural content generation is to algorithmically generate content. This has been used in games and is an important tool to create games with large amounts of content using fewer resources. This may allow small developers to create big worlds, which makes the investigation into this area interesting. LÄS MER