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ENOUGH / ENOUGHGiertlová, Elena Unknown Date (has links)
Project deals with the development of a 2D, roleplaying videogame for the computer platform. Theoretical part of the thesis is focused on background of pixelart in videogames, as well as game and storytelling cliche, while both of these aspects are used in the final project. Practical part is the design of characters, enviroment and scenes, and the complete realization of a prototype for pixelart videogame named ENOUGH, with the visual of retro games for old platforms. Its story is being shown as a cliche as well, though with the strong symbolism refering to authors psychique and on the mental health or memories.
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ScoreSVG: A New Software Framework for Capturing the Semantic Meaning and Graphical Representation of Musical Scores Using JAVA2D, XML, and SVGBays, Geoffrey Alan 08 August 2005 (has links)
ScoreSVG implements a three-tiered software architecture that generates musical scores in scalable vector graphics (SVG), something no other known music editor has done. SVG is non-proprietary XML-based format that renders graphical content into a web browser equipped with a SVG plugin. Scores in SVG can be scripted to produce interactive music theory examples, or make other graphical score changes impossible in any other format. Large music score editors such as Finale and Sibelius output to proprietary file formats, or Postscript (.ps) files that are not interchangeable or modifiable once created. Open source efforts such as LilyPond or Guido require the user to learn a new text-based music format to get a PostScript music score. ScoreSVG converts the data from a user-friendly visual front end to GuidoXML, capturing the semantic meaning of the score, and then outputs the result in SVG using an XSL stylesheet and the Saxon 8.4 XSLT processor.
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Advanced Multi-Function Texture Unit DesignLi, Kuen-Wei 05 September 2011 (has links)
With the growing demand of embedded graphics applications, how to provide an efficient graphics hardware acceleration solution has drawn much attention. It is well known that computer graphics contains two major domains: two-dimensional (2D) and three-dimensional (3D) graphics. Each domain owns large amounts of applications, such that general embedded platforms will require both graphics acceleration supports. This thesis proposes an advanced texture unit architecture which can provide various 3D texture filtering functions including trilinear, anistrophics filtering etc , and 2D coloring, painting, and texturing functions. Our proposed design consists of a core computation unit, and a set of data registers. The equations for those supported functions are decomposed into a series of basic arithmetic operations such as multiply-add-accumulation, multiply, etc executed by the core computation unit. To evaluate those equations for each pixel may require some pre-computed parameters which will be computed outside our unit in advance by the system¡¦s micro-controller. The equations can be computed by our texture unit based on the selected finite-state machine sequences which is stored in the on-chip control table. By updating those sequences can change the functionality provided by our chip. The overall cost of the proposed unit is about 28.36k gates. In addition to various texturing functions, this thesis also proposes an implementation of texture function for high-dynamic range (HDR) textures. HDR textures can provide various color details according to the frame¡¦s global illumination environment. Therefore, the 3D rendering system has to incorporate a tone-mapping mechanism to map the HDR image into normal color range of output display system. To reduce the overall tone-mapping implementation cost, this thesis uses an extra accumulator between the standard per-fragment rendering pipeline stages to accumulate the global illumination intensity based on the depth comparison result of the incoming pixel. After all of the pixels have passed through the pipeline stages, every pixel of the stored rendering result will be fetched into a mapping unit which will generate its mapping color in the normal dynamic range. The overall cost of the additional
hardware for the realization of HDR textures is about 6.98k gates.
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The making of a strategy game art guide : A case study / Skapandet av en grafikguide för Strategispel : En fallstudieBexander, Cecilia January 2014 (has links)
Literature and teaching books about how to make art for games have been accessible but thearea lacked covering of genre-specific game art. Game genres require different solutions forthe art in order to aid playability of the final product. My game project, called DOMAINS was made with an outside team. The project together withmy first art guide about the cinematic platformer genre provided materials for the writing ofthe next game art guide. The old art guide was used as a template for the new guide, whichfocused on the strategy game genre. This report contains the description of the process of making my second art guide, and thewhole The Strategy Game Art Guide itself. It reviews both the successful and less successful implements in the game and will walk thereader through how the prior decisions were made and the consequences. It targets beginnersin the game development world.
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Combining Shape, Color and Postures for Ambiguous Character RolesFredriksson, Emma January 2017 (has links)
This study explores how character design guidelines can be combined and remixed to create characters whose motivations are ambiguous to the viewer. I investigate some common guidelines that character artists generally follow when designing characters; summarized in a literature review, and then I test various applications of these guidelines through online surveys. I analyze the qualitative data from these surveys to answer the question of how flexible these guidelines are and how far they can be stretched. The study includes the design guidelines for color, shape and posture of the character, to see how each element is added to different kind of characters and how it affects the interpretation when changed. The final part of the study is done with a second online survey collecting qualitative data, including self-created characters built from the guidelines found for the protagonist or the antagonist and the results of the first survey. Two different designs are created and then changed to different versions, where the color scheme, shape or pose is reversed to the other’s role. The results collected from the online survey showed that by just changing color, shape and posture separately; the character is interpreted in new ways – which can be used when creating characters that are supposed to be hard to read. With the change of each separate element and by having the design elements counteract each other, the characters were read as good by about half the participants, while the other half interpreted it as evil. Depending on which design elements that were changed, opinions ranged between characters that are hiding their true nature, to characters that are trying to be good or a character that is supposed to betray the main character. By changing the two factors of color and shape at the same time, however, showed that the character was interpreted as almost strictly either good or evil.
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Intuitivní kreslení na platformě Android / Intuitive Drawing on the Android PlatformAppl, Martin January 2012 (has links)
This master's thesis deals with design and implementation of finger painting application for mobile devices with Android operating system. Main focus is on well designed, intuitive and friendly user interface. Solved problems are spline interpolation of points, zoom and pinch with transformation matrices, extensive history for action reversal and few basic tools.
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Vytvoření interaktivních pomůcek z oblasti 2D počítačové grafiky / Teaching aids for 2D computer graphicsMalina, Jakub January 2013 (has links)
In this master’s thesis we focus on the basic properties of computer curves and their practical applicability. We explain how the curve can be understood in general, what are polynomial curves and their composing possibilities. Then we focus on the description of Bezier curves, especially the Bezier cubic. We discuss in more detail some of fundamental algorithms that are used for modelling these curves on computers and then we will show their practical interpretation. Then we explain non uniform rational B-spline curves and De Boor algorithm. In the end we discuss topic rasterization of segment, thick line, circle and ellipse. The aim of master’s thesis is the creation of the set of interactive applets, simulating some of the methods and algorithm we discussed in theoretical part. This applets will help facilitate understanding and will make the teaching more effective.
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Vytvoření interaktivních pomůcek z oblasti 2D počítačové grafiky / Teaching aids for 2D computer graphicsMalina, Jakub January 2013 (has links)
In this master’s thesis we focus on the basic properties of computer curves and their practical applicability. We explain how the curve can be understood in general, what are polynomial curves and their composing possibilities. Then we focus on the description of Bezier curves, especially the Bezier cubic. We discuss in more detail some of fundamental algorithms that are used for modelling these curves on computers and then we will show their practical interpretation. Then we explain non uniform rational B-spline curves and De Boor algorithm. In the end we discuss topic rasterization of segment, thick line, circle and ellipse. The aim of master’s thesis is the creation of the set of interactive applets, simulating some of the methods and algorithm we discussed in theoretical part. This applets will help facilitate understanding and will make the teaching more effective.
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