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Zobrazení šachů pomocí sledování paprsku / Rendering Chess Using Ray TracingTurek, Vojtěch Unknown Date (has links)
This work deals with ray tracing technique, focused to rendering of chess scene with procedural texture materials. Based on this knowledge, program that displays specified chess set is designed.
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PGG - Processuell Grottgenerering : En jämförelse mellan Cellulär Automat, Random Walk och Perlin Noise / PCG - Procedural Cave Generation : A comparative study of Cellular Automata, Random Walk and Perlin NoiseAntonijevic, Filip January 2021 (has links)
I detta arbete undersöktes processuell generering med tre algoritmer i syfte att skapa grottliknande banor och utvärdera kriterier baserat på eftertraktande egenskaper gällande tid, storlek, variation och pålitlighet. Algoritmerna är cellulär automat, random walk och Perlin noise. Flera olika hjälpfunktioner och algoritmer användes för utvärderingen av kriterierna. Syftet med arbetet var att ta reda på vilken av dessa algoritmer skulle passa bäst att användas i ett roguelikespel. Slutsatsen som drogs från undersökningen är att algoritmen random walk gav det bästa resultat gällande pålitlighet, variation och minst antal områden. Cellulär automat gav bäst resultat för genereringstid och minst antal golvytor. Perlin noise gav minst märkvärdigt resultat, men tillät relativt bättre kontroll över mängden golvytor än både cellulär automat och random walk. Överlag gav random walk det bästa resultat för att användas i syftet att skapa grottliknande banor för roguelikespel.
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Procedurální generování voxelových modelů / Procedural Generation of Voxel ModelsHypeš, Tomáš January 2019 (has links)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
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Noise Function Turbulence Optical Phase Screens and Physics Based RenderingRiley, Joseph T. January 2021 (has links)
No description available.
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Mapování textur / Texture MappingStrach, Zdeněk Unknown Date (has links)
In this master's thesis I'm engaged in problematic of texture mapping in ray tracing. Ray tracing is shortly described in the beginning. Texture mapping methods are described then, solid textures first and 2D textures follow. Implementation of MIP map method is deeply described in next chapters. The results are evaluated at the end.
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Procedural Worlds : A proposition for a tool to assist in creation of landscapes byprocedural means in Unreal Engine 5Sjögren, Viktor, Malteskog, William January 2023 (has links)
This thesis explores the possibilities of creating landscapes through procedural means within the game engine Unreal Engine 5. The aim is to provide a flexible procedural landscape tool that doesn't limit the user and that is compatible with existing systems in the engine. The research questions focuses on comparison to other work regarding landscape generation and generation of procedural roads. The process to achieve this was done through extensive implementation adding modules that both builds upon and adds to the source code. The implementation was divided into five major components, which was noise generation for terrain, biotope interpolation, asset distribution, road generation and a user interface. Perlin noise, utilizing Fractal Brownian Motion were a vital part of generating terrain with varying features. For interpolation a modified version of Lowpass Gaussian filtering was implemented in order to blend biotope edges together. Asset distribution and road generation were implemented in a way that uses pseudo-randomness combined with heuristics. The user interface was done to tie everything together for testing. The results shows potential for assisting in procedural landscape creation with a large amount of freedom in customization. There is however flaws in some aspects, namely the interpolation methods suffer from clear visual artefacts. Whether it is suitable for professional standards remains to be fully proven objectively as the testing in this thesis work was limited.
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GERAÇÃO PROCEDURAL DE CENÁRIOS 3D DE CÂNIONS COM FOCO EM JOGOS DIGITAIS / GERAÇÃO PROCEDURAL DE CENÁRIOS 3D DE CÂNIONS COM FOCO EM JOGOS DIGITAIS / PROCEDURAL GENERATION OF 3D SCENES FEATURING CANYONS FOCUSED ON DIGITAL GAMES / PROCEDURAL GENERATION OF 3D SCENES FEATURING CANYONS FOCUSED ON DIGITAL GAMESCarli, Daniel Michelon de 05 March 2012 (has links)
This Master s thesis proposes a non-assisted procedural method for 3D canyons scenes
generation based on techniques of computer graphics, computer vision and graph search
algorithm. In order to define all the features to be reproduced in our scenes, we have
analyzed several images of real canyons and have categorized them in two canyon features
models: a recursive and an ordinary one. The proposed approach manipulates a
heightmap, created using Perlin noise, in order to imitate the geological features formation
previously analyzed. Several parametrizations are used to guide and constraint the
generation of terrains, canyons features, course of river, plain areas, soft slope regions,
cliffs and plateaus. This work also uses the Mean Shift algorithm as mechanism of segmentation
to define regions of interest. A binary mask, with plain areas, is defined based
on a threshold operation by a given data set provided by the Mean Shift algorithm. Thereafter
a connected-component labeling algorithm is executed using the previously binary
mask. This algorithm finds all plains centroids. Right after that, the Dijkstra s algorithm
is performed in order to connect all plain areas, creating a valid path between the centroids.
The Dijkstra s algorithm is executed again to define the river s course. Finally, a
Gaussian smoothing operation is applied to interpolate the soft slope regions. The combination
of all those techniques produces as a result automatically generated feature-rich
canyons. / Esta dissertação propõe um método procedural não assistido, baseado em técnicas de
computação gráfica, visão computacional e busca em grafos, para a geração de cenários
3D de cânions com foco em jogos digitais. Para definir as características a serem reproduzidas,
foram analisadas diversas imagens de cânions reais chegando-se em dois modelos,
um comum e outro recursivo. A abordagem proposta manipula um reticulado gerado com
ruído de Perlin, moldando assim as características inerentes a essa formação geológica.
São levadas em conta as diversas parametrizações necessárias para permitir que o algoritmo
construa cânions com curso de rio, áreas de planícies, regiões de encosta suave,
estruturas de penhascos e, por fim, planaltos nas regiões mais altas. Para atingir o resultado
final, o trabalho utiliza o algoritmo Mean Shift como mecanismo de segmentação,
definindo dados e regiões de interesse. Munido dos dados do algoritmo de clusterizacao,
é definido um limiar para a criação de uma máscara binária com a definição das planícies.
Em um segundo momento, um algoritmo de rotulação de componentes conectados é executado,
extraindo-se os centróides de cada planície. Por sua vez, o algoritmo de Dijkstra
encaixa-se na definição de rotas que conectam estas planícies. O algoritmo de Dijkstra
é, então, executado novamente, tendo por base uma função de custo de inclinação, para
definir o curso do rio. Por fim, uma filtragem espacial baseada em um filtro Gaussiano
é aplicada para interpolar as regiões de encostas de declive suave. A combinação dessas
técnicas gera terrenos com grande variabilidade e com as características inerentes à
formação geológica de cânions.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLSykala, Filip January 2012 (has links)
Master's Thesis is about the techniques of creating a small executable program with size limited to 64kB. Describes one of the possible ways to use OpenGL for such purposes. With more detail describe the rigid body simulation, creating shaders, dynamic generating of texture and make music in intro scene applications. Presents using of WinApi to create windows, V2 synthetizer for sound and GLSL language for creating shaders. Everything is demonstratively created under Windows.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLBurkot, Martin January 2011 (has links)
This thesis deals with the creation of minimal graphics intro. Intro size is not extending 64kB. The base of the intro is procedurally generated terrain supplemented with procedural vegetation and texture representing clouds. It also has terrain texture and imported 3D models. As background music is music playing.
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Generování komplexních procedurálních terénů na GPU / Generating Complex Procedural Terrains Using the GPURyba, Jan January 2011 (has links)
Generating fully 3D terrains is a dificult task, meaning that we need to store a lot of data or do a lot of computing or both. We can reduce or completly eliminate the data srorage by using a procedural approch, but this is where the problem gets realy computationaly costly and the CUDA platform comes in. CUDA kernels runinng parallely on graphic accelerators can rapidly decrease time needed for computation, allowing even these complex calculations to work in real time or even better. Finding its use in game or movie industry.
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