Sökning: "terrain types"

Visar resultat 1 - 5 av 96 uppsatser innehållade orden terrain types.

  1. 1. Land cover classification using machine-learning techniques applied to fused multi-modal satellite imagery and time series data

    Master-uppsats, Lunds universitet/Institutionen för naturgeografi och ekosystemvetenskap

    Författare :Anastasia Sarelli; [2024]
    Nyckelord :Geography; GIS; Land Cover Classification; Landsat; Machine Learning; Earth and Environmental Sciences;

    Sammanfattning : Land cover classification is one of the most studied topics in the field of remote sensing, involving the use of data from satellite sensors to analyze and categorize different land surface types. There are numerous satellite products available, each offering different spatial, spectral, and temporal resolutions. LÄS MER

  2. 2. Exploring procedural generation of planets : Developing a tool to create spherical worlds

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

    Författare :Filip Tripkovic; [2023]
    Nyckelord :Procedural Content Generation; PCG; Planet; World; Sphere; Terrain; Noise; Unity; Editor; Designer; Tool; Game Development;

    Sammanfattning : If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. LÄS MER

  3. 3. Analysis of Mutable Game Environments Built on a Tetrahedral Mesh : Tetras, a Potential Alternative to Voxels

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

    Författare :Noah Tell; [2023]
    Nyckelord :Voxels; Tetrahedron; Tetrahedral Mesh; Tetrahedralization; Tessellation; Mutable Environment; Editable Terrain; Deformable Environment; Boolean Operations; Real-Time; Computer Games; Computational Geometry; Voxlar; Tetrahedror; Tetrahedralisering; Tessellering; Formbar Terräng; Booliska Operationer; Realtid; Datorspel; Beräkningsgeometri;

    Sammanfattning : Historically 3D game environments have almost always been immutable. Mutable environments are a technical challenge that will affect performance. For games of the future to continue approaching realism, mutable environments are an essential step. LÄS MER

  4. 4. Comparison of ’Fog of War’ models in digital wargames : Using Entity-Component-System architecture and ArcGIS

    M1-uppsats, KTH/Hälsoinformatik och logistik

    Författare :Karim Osama Obeia; Agata Łucja Wójcik; [2023]
    Nyckelord :Fog of War; Wargame; Line of Sight; ECS; Entity Component System; ArcGIS; Krigsdimma; Krigsspel; Siktlinje; ECS; Entity Component System; ArcGIS;

    Sammanfattning : Fog of War is a term for uncertainty in situational awareness. Fog of War is an essential part of a wargame which causes the participating units’ perception of the environment to be distorted and altered. Introducing a certain amount of uncertainty helps to better mimic the situation on the battlefield. LÄS MER

  5. 5. Verktyg för lavinsäkerhet

    Kandidat-uppsats, Umeå universitet/Designhögskolan vid Umeå universitet

    Författare :William Lantz Winberg; [2022]
    Nyckelord :avalanche; safety; pedagogical tool; risk assessment; lavin; laviner; lavinsäkerhet; riskbedömning; pedagogiska verktyg;

    Sammanfattning : Arbetet har syftat till att undersöka hur och vilka verktyg som kan förbättra lavinsäkerheten för friåkning i opreparerad terräng.Riskbedömningar avseende lavinfara är komplexa och svårbedömda även för den vana utövaren. LÄS MER