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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHOD

Varisht Raheja (8797292) 05 May 2020 (has links)
<p>Terrain generation is a convoluted and a popular topic in the VFX industry. Whether you are part of the film/TV or gaming industry, a terrain, is a highly nuanced feature that is usually present. Regardless of walking on a desert like terrain in the film, Blade Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a major part of any digital media. The purpose of this thesis is about developing a workflow for large-scale terrains using complex data sets and utilizing this workflow to maintain a balance between the procedural content and the artistic input made especially for smaller companies which cannot afford an enhanced pipeline to deal with major technical complications. The workflow consists of two major elements, development of the tool used to optimize the workflow and the recording and maintaining of the efficiency in comparison to the older workflow. </p> <p> </p> <p> My research findings indicate that despite the increase in overall computational abilities, one of the many issues that are still present is generating a highly advanced terrain with the added benefits of the artists and users’ creative variations. Reducing the overall time to simulate and compute a highly realistic and detailed terrain is the main goal, thus this thesis will present a method to overcome the speed deficiency while keeping the details of the terrain present.</p>

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