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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.
1

How post-processing effects imitating camera artifacts affect the perceived realism and aesthetics of digital game graphics / Hur post-processing effekter som imiterar kamera-artefakter påverkar den uppfattade realismen och estetiken hos digital spelgrafik

Raud, Charlie January 2018 (has links)
This study investigates how post-processing effects affect the realism and aesthetics of digital game graphics. Four focus groups explored a digital game environment and were exposed to various post-processing effects. During qualitative interviews these focus groups were asked questions about their experience and preferences and the results were analysed. The results can illustrate some of the different pros and cons with these popular post-processing effects and this could help graphical artists and game developers in the future to use this tool (post-processing effects) as effectively as possible. / Denna studie undersöker hur post-processing effekter påverkar realismen och estetiken hos digital spelgrafik. Fyra fokusgrupper utforskade en digital spelmiljö medan olika post-processing effekter exponerades för dem. Under kvalitativa fokusgruppsintervjuer fick de frågor angående deras upplevelser och preferenser och detta resultat blev sedan analyserat. Resultatet kan ge en bild av de olika för- och nackdelarna som finns med dessa populära post-processing effekter och skulle möjligen kunna hjälpa grafiker och spelutvecklare i framtiden att använda detta verktyg (post-processing effekter) så effektivt som möjligt.
2

Zobrazování scény v moderních počítačových hrách / Scene Rendering in Modern Computer Games

Wilczák, Martin January 2011 (has links)
This thesis describes methods for lighting calculations of large scenes used in modern computer games. Forward shading and deferred shading methods are discussed and compared. Capabilities of raytracing are shortly described. There are some information about various methods for casting shadows, simulation of particle systems and applying post-processing effects. In the end there is a design of architecture for rendering complex scenes with use of XNA and description of implementation used in resulting game.

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