Sökning: "Quadtree"

Visar resultat 1 - 5 av 10 uppsatser innehållade ordet Quadtree.

  1. 1. A performance comparison between quadtree and tessellation LOD solutions for planetary terrain

    Kandidat-uppsats, Blekinge Tekniska Högskola

    Författare :Julius Wendt; [2023]
    Nyckelord :level of detail; planetary; rendering; quadtree; tessellation;

    Sammanfattning : Background. Rendering planets with high detail from orbit to surface level is becoming increasingly common in video games. In this thesis, two solutions to achieving this will be compared, a quadtree solution and a tessellation solution. These solutions both implement an adaptive level of detail on a spherical shape. LÄS MER

  2. 2. ALGORITMERS INVERKAN PÅ PRESTANDA : En jämförande analys av algoritmer för synfält i flockbeteende

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Andreas Eriksson; [2023]
    Nyckelord :Flockbeteende; Boids; Spelutveckling; Algoritm; QuadTree; Unity;

    Sammanfattning : I detta arbete jämförs prestanda mellan olika implementationer av algoritmer som utför samma uppgift. Som sammanhang för algoritmerna har flockbeteende inom datorspel använts. En anledning till att använda flockbeteende i datorspel och film är att öka realismen i det som presenteras på bildskärmen. LÄS MER

  3. 3. Comparison of spatial partitioning data structures in crowd simulations

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

    Författare :Jakob Kratz; Viktor Luthman; [2021]
    Nyckelord :Radius Search; Spatial Partitioning; Agent- Based Simulation; Boids; Grid; Kd- Tree; Quadtree; Maximum Velocity; Radius Search; Spatial Partitioning; Agent- Based Simulation; Boids; Grid; Kd- Tree; Quadtree; Maximum Velocity;

    Sammanfattning : This report investigates how the construction and query time of multiple spatial partitioning data structures is impacted by spatial distribution of and number of agents in a crowd simulation. In addition a method is investigated for updating the data structures less frequently at the cost of increasing the radius queried, without affecting the correctness of the queries. LÄS MER

  4. 4. Analyzing performance for lighting of tessellated grass using LOD

    Kandidat-uppsats, Blekinge Tekniska Högskola

    Författare :Emil Johansson; [2021]
    Nyckelord :Tessellation; LOD; Grass;

    Sammanfattning : BackgroundThere are different methods for rendering grass in real-time, for video games. This thesis looks at an algorithm that uses hardware tessellation to generate geometry during run time. These concepts are explained in more detail in the introduction chapter as well as the method chapter. LÄS MER

  5. 5. Comparing locking strategies in large highly mutable loose quadtrees

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

    Författare :Per Nyberg; [2020]
    Nyckelord :;

    Sammanfattning : Using a quadtree to store points or geometrical shapes in two dimensional environments is a well tried-out approach shown to be able to provide both fast updates of the carried data as well as fast intersect-checks for a specified area. These are all useful abilities for a data structure when tracking, for instance, emergency vehicles for operator centrals. LÄS MER