Sökning: "Perlin"

Visar resultat 1 - 5 av 24 uppsatser innehållade ordet Perlin.

  1. 1. Procedural Worlds : A proposition for a tool to assist in creation of landscapes byprocedural means in Unreal Engine 5

    Master-uppsats, Linköpings universitet/Informationskodning

    Författare :Viktor Sjögren; William Malteskog; [2023]
    Nyckelord :Procedural Generation; PCG; Terrain generation; Unreal Engine; Path generation; Catmull-Rom splines; Noise; Perlin noise; Biomes; Interpolation;

    Sammanfattning : This thesis explores the possibilities of creating landscapes through procedural means within the game engine Unreal Engine 5. The aim is to provide a flexible procedural landscape tool that doesn't limit the user and that is compatible with existing systems in the engine. LÄS MER

  2. 2. Procedurell grottgenerering inom dataspel : En jämförelse mellan algoritmer

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Carl Eriksson; [2022]
    Nyckelord :Procedurell generering; grottor; algoritmer; jämförelse; procedural content generation;

    Sammanfattning : För att underlätta skapandet av spelbanor i spel så används ofta Procedural Content Generation (PCG). Det finns dock en stor mängd PCG-algoritmer med olika tillämpningar. Detta arbete undersöker och jämför tre algoritmer vid skapandet av 2D grottsystem utifrån kriterierna; tidseffektivitet, tillgänglighet och variation. LÄS MER

  3. 3. Exploring feasibility of reinforcement learning flight route planning

    Kandidat-uppsats, Linköpings universitet/Institutionen för datavetenskap; Linköpings universitet/Filosofiska fakulteten

    Författare :Axel Wickman; [2021]
    Nyckelord :SAAB; flight route planning; autorouting; auto-routing; auto routing; AI; machine learning; fighter jet; convolution; PPO; DQN; Astar; A*; C ; Python; LibTorch; PyTorch; multi threading; multi-threading; simulation; aerodynamics; world generation; Perlin noise; investigation; reward; Flygplanering; flygruttsplannering; maskininlärning; AI; SAAB; faltning; faltningslager; belöning;

    Sammanfattning : This thesis explores and compares traditional and reinforcement learning (RL) methods of performing 2D flight path planning in 3D space. A wide overview of natural, classic, and learning approaches to planning s done in conjunction with a review of some general recurring problems and tradeoffs that appear within planning. LÄS MER

  4. 4. Creating an Endless Procedural Game World that is Realistic and Purposeful

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Författare :Linus Ström; [2021]
    Nyckelord :Procedural content generation; Worldbuilding; Perlin-noise;

    Sammanfattning : Procedural content generation is a useful tool to use when generating content for games. An issue with this type of content is often the lack of realism and purpose, especially regarding procedurally generated worlds or levels, aswell as outlier bugs, that can block the players progression, that can be hard to find since they could only show up in a few select seeds of the randomized world. LÄS MER

  5. 5. Stimulus representation in anisotropically connected spiking neural networks

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

    Författare :Leo Hiselius; [2021]
    Nyckelord :Spiking neural networks; Perlin connectivity; separation; temporal dynamics; SpreizerNet; Biologiska neurala nätverk; Perlin-kopplingar; separation; temporell dynamik; SpreizerNätverket;

    Sammanfattning : Biological neuronal networks are a key object of study in the field of computational neuroscience, and recent studies have also shown their potential applicability within artificial intelligence and robotics [1]. They come in many shapes and forms, and a well known and widely studied example is the liquid state machine from 2004 [2]. LÄS MER