Sökning: "procedural modeling"

Visar resultat 1 - 5 av 15 uppsatser innehållade orden procedural modeling.

  1. 1. Procedural generation and weathering of building facades : Replicating shape and distribution of wear-and-tear on real-world building facades

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

    Författare :Love Wessman; [2023]
    Nyckelord :procedural modeling; building facades; wear and tear; procedurell modellering; byggnadsfasader; slitage;

    Sammanfattning : Manual modeling of building facades can be a cumbersome process. Instead, procedurally modeling building facades is a practical and quick way to achieve impressive visual results. This paper presents a method for prototyping 2D facades existing in a 3d environment, with the inclusion of shading-based procedural wear-and-tear. LÄS MER

  2. 2. Modeling and Balancing the Resource Economy in Gustav

    Magister-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Jiaxuan Huang; [2023]
    Nyckelord :;

    Sammanfattning : In-game resource balancing is a crucial part of game design. By providing an appropriate amount of various kinds of resources to players, the game ensures that players are presented with meaningful challenges. LÄS MER

  3. 3. The User Needs Of Agent-Based Modelling Experts : What Information Architecture reveals about ABM frameworks

    Kandidat-uppsats, Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Författare :Bertilla Fabris; [2023]
    Nyckelord :Agent-based Modelling; ABM; Usability; Information Architecture; Computer and Information Science; ABSS; Agent-based Social Simulation; Agent Based Modelling; Agent-Based Modeling; Agent Based Modeling;

    Sammanfattning : Present-day Agent Based Modelling is used to simulate complex systems in which agents are explicitly heterogeneous. Researchers within the field of ABM have a set of tools at their disposal, yet little is known about the usability and learnability of these systems. LÄS MER

  4. 4. Slab and Powder-Snow avalanche animation on the GPU

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Författare :Åleskog Jonthan; Cheh Daniel; [2021]
    Nyckelord :Avalanche; GPU; DEM; Real-time; Games; Lavin; GPU; DEM; Realtid; Spel;

    Sammanfattning : Background: The video game industry has yet to achieve a physically-based real-time avalanche simulation because of the sheer complexity of modeling the behavior of snow avalanches. An avalanche is made out of snow, meaning it would require a snow simulation which itself already shows to be complex. LÄS MER

  5. 5. Procedural Generation of Modern 3D Cities

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

    Författare :Theodor Angergård; Marcus Ansamaa; Alexander Arvidsson; Jacob Eriksson; Anton Håkansson; Viktor Truvé; [2020-10-29]
    Nyckelord :;

    Sammanfattning : This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with computer graphics theory to generate digital 3D cities suitable for use in media such as games, movies, and advertisements. This research was conducted to discover ways to alleviate the otherwise time-consuming process of manually modeling such cities. LÄS MER