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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

Lighting Styles and Moods in Unreal Engine

Shelton, Maggie 01 May 2023 (has links) (PDF)
This writing covers the process of lighting stylized and realistic scenes in different moods in Unreal Engine. Lighting can be used to express a mood in an environment, which can aid storytelling in films and games. Lighting in Unreal consists of positioning directional lights, sky lights, spot lights, point lights, and rect lights, as well as various fog effects that help create the ambiance of the scene. This project utilizes free Epic Games Pack content to show the lighting process for different moods in several environments. The use of lights and colors are an important part of designing a game environment which conveys moods and allows for playability.
2

Navigating Through Narratives: The Development of Opening Cinematics

Stewart, Jacob Q 01 December 2023 (has links) (PDF)
This project demonstrates opening cinematic design from conceptualization to final composition. Using Unreal Engine 5, I created an opening cutscene using Unreal’s sequencer editor to film and edit my shots. This document presents the steps I took to create my sequence from the writing process to the final layout. Starting as a written story, I worked my way to the final project by creating a mock scene and storyboarding. After this, I built my scene using assets from the Unreal marketplace and lit my scene with HDRI and dynamic lighting. I encountered many new programs such as Cascade and Mixamo to create and edit particle effects for my scene and animations for my protagonist character. I created unique sound effects for the level, recorded my shots with movement and color correction, and edited the final composition.
3

Visualisierungsmöglichkeiten für eine Bühnenbeleuchtung in immersiver Umgebung

Höfler, Jakob 12 August 2024 (has links)
Diese Arbeit befasst sich mit der Erstellung eines Workflows zur immersiven Visuali-sierung einer Bühnenbeleuchtung in Virtual Reality (VR). Außerdem wird hinterfragt, inwieweit VR-Umgebungen zur Vermittlung subjektiver Lichterfahrungen eher in der Lage sind als konventionelle Visualisierungsansätze. Dazu erfolgt zunächst ein theo-retischer Einblick in die Bereiche Licht und Lichtwirkung, Beleuchtung in Veranstal-tungsstätten, Immersion und eine Übersicht zu gängigen Visualisierungstechniken von Bühnenbeleuchtungen (Kapitel 2). Anschließend folgt anhand spezifischer Anforderungen der Entwurf eines Beleuch-tungskonzepts für den Veranstaltungsort „Conne Island“ sowie dessen Bewertung und Visualisierung mittels CAD-Programms Vectorworks (CAD = Computer Aided De-sign). Eine kritische Erörterung von Grenzen derartiger Visualisierungsmethoden weist dann den Weg einer immersiven Exploration des Lichtdesigns (Kapitel 4). Hierbei wird der herkömmliche Prozess der Lichtkonzepterstellung aufgegriffen, um die immersive VR-Visualisierung erweitert und eine ausführbare Anwendung in der Entwicklungsumgebung der Game Engine „Unreal Engine“ entwickelt. Der Funktion-sumfang dieser Anwendung erstreckt sich von der Echtzeitvisualisierung einer Büh-nenbeleuchtung über die Steuerungsmöglichkeit der Scheinwerfer mittels Lichtpult bis hin zur Erlebbarkeit des Lichtdesigns in Virtual Reality (Kapitel 5). Anhand der entwickelten VR-Anwendung wird der Schritt einer immersiven Visuali-sierung von Bühnenbeleuchtungen anschließend hinsichtlich ihrer Möglichkeiten und Grenzen getestet und diskutiert (Kapitel 6, 7). Das Ergebnis dieser Arbeit repräsentiert eine innovative VR-Visualisierung einer Büh-nenbeleuchtung sowie ein passgenaues Beleuchtungskonzept für die Versammlungs-stätte Conne Island. Die VR-Visualisierung ist in der Lage, die subjektive Lichtwirkung auf die Rezipienten zu verstärken und Wirkungszusammenhänge zwischen virtuellem Veranstaltungsort und Lichtdesign besser nachvollziehen zu können.:II Abbildungsverzeichnis 5 III Abkürzungen 7 1 Einleitung 8 1.1 Zielsetzung und Fragestellung 8 1.2 Grenzen der Untersuchung 9 2 Theoretischer Hintergrund 10 2.1 Licht und Lichtwirkung 10 2.2 Bühnenbeleuchtung 15 2.3 Beleuchtungskonzepte 19 2.4 Visualisierungstechnik 20 2.5 Immersive Umgebungen 23 3 Methodisches Vorgehen 26 4 Ausarbeitung eines Beleuchtungskonzepts 28 4.1 Ansprüche an die Neukonzeption 28 4.2 Analyse des Veranstaltungsorts 30 4.3 Implementierung des Konzepts 32 4.4 Bewertung des Beleuchtungskonzepts 35 4.5 Konventionelle Visualisierungsgrenzen und immersive Ansätze 41 5 Entwicklung einer VR-Visualisierung 45 5.1 Werkzeugauswahl 45 5.1.1 Software 46 5.1.2 Hardware 48 5.2. Migration in 3D-Engine 50 5.3 DMX Fixtures 54 5.4 Echtzeit-Steuerung und Simulationen 57 5.5 VR-Technologie 64 5.6 Konfiguration und Kompilierung 67 6 Ergebnisse der immersiven Exploration 76 6.1 Anwendungsvalidierung 76 6.2 Prüfprotokoll 78 7 Diskussion 80 7.1 Möglichkeiten und Grenzen der VR-Implementierung 80 7.2 Entwicklungspotential 83 7.3 Einordnung in den Kontext der Veranstaltungstechnik 86 8 Fazit 89 IV Anhang 91 V Literaturverzeichnis 109
4

Run-time Terrain Deformation in Unreal Engine 4

Magnom, Rikard January 2020 (has links)
Background. When developing video games, an often desired trait is that of player immersion. Player immersion can be achieved through many different ways. However, a common technique used is to allow the player to affect the environment in some way, through destruction or deformation. Unreal Engine 4 is a commonly used commercial game engine, that lacks features necessary to deform terrain at run-time. Objectives. This thesis explores the viability of run-time performant terrain deformation in Unreal Engine version 4.23. A deformation technique of a depth-based Dynamically-Displaced Height Map (DDHM) is selected for implementation and tested with various sizes of landscape terrains. Methods. A small literature study is performed to select a feasible run-time terrain deformation technique. The technique is then implemented in the engine, along with modifications to the engine to provide the necessary functionality. The implementation is then tested on performance and accuracy. Results. The DDHM technique is shown to provide run-time performant terrain deformation for smaller terrain sizes, consisting of an individual landscape component. The selected technique does not meet the run-time requirements for full, large-scale deformation. Conclusions. Run-time performant terrain deformation is shown to be achievable in Unreal Engine 4.23. While the selected technique fails to achieve satisfying results for larger terrain sizes, results on individual landscape components show feasibility for generic technique implementations. / Bakgrund. Under utvecklingen av datorspel är det ofta en eftertraktad egenskap att kunna övertyga spelaren om realismen i spelvärlden. Detta kan uppnås på flera sätt, men en vanlig teknik är att låta spela påverka omgivningen i spelet på något sätt, genom förstörelse eller deformering. Unreal Engine 4 är en vida använd kommersiell spelmotor som saknar funktionalitet för att deformera terräng i realtid. Syfte. Syftet med detta arbete är att utforska genomförbarheten i att tillföra terrängdeformering i realtid i Unreal Engine version 4.23. En deformeringsteknik involverande en Dynamically-Displaced Height Map (DDHM) väljs ut för implementation och testas med olika storlekar på landskapsterräng. Metod. En mindre litteraturstudie genomförs för att välja en rimlig teknik för terrängdeformering i körtid. Tekniken implementeras sedan i motorn, i sambard med modifikationer till motorn för att tillföra nödvändig funktionalitet. Implementationen testas sedan på prestanda och precision. Resultat. DDHM-tekniken visas kunna tillföra körtidsduglig terrängdeformering för mindre terrängstorlekar, bestående av individuella landskapskomponenter. Tekniken möter inte realtidskriterierna för full, storskalig terrängdeformation. Slutsatser. Deformering av terräng i körtid visas vara genomförbart i Unreal Engine 4.23. Den utvalda tekniken visar lovande resultat för mindre storlekar av landskapsterräng, men misslyckas att prestera för större terrängstorlekar.
5

Behavior Trees in the Unreal Engine : Function and Application

Båtelsson, Herman January 2016 (has links)
This thesis presents the implementation and functionality of the user interface for creating behavior trees in the Unreal Engine (version 4.10). The thesis analyzes the final version of the behavior trees in a game development project carried out over one year with a group ranging between four and seven members. The game which is analyzed is a third person adventure game which contains four types of simple behavior trees. These include two enemies who mainly move towards the player to attack whenever in range and two bosses with individual behavior. The thesis describes the various types of nodes available in the Unreal Engine as well as how the behavior trees in the game are structured. Focus is placed on how the structure achieves the required result and how the process resulted in the final version of the behavior trees. / Detta examensarbete beskriver implementationen och funktionaliteten av användargränssnittet för att skapa beteendeträd i Unreal Engine (version 4.10). Arbetet analyserar den slutgiltiga versionen av beteendeträden i ett spelutvecklingsprojekt som utfördes under ett år med en grupp vars antal växlade mellan fyra och sju medlemmar. Spelat som analyseras är ett tredjepersons äventyrsspel som innehåller fyra typer av grundläggande beteendeträd. Två fiender som huvudsakligen rör sig mot spelaren för att anfalla när de är inom räckhåll, och två bossar med individuella beteenden. Arbetet beskriver de olika typerna av noder tillgängliga i Unreal Engine och även hur beteendeträden i spelet är uppbyggda. Fokus läggs på hur strukturen uppnår det nödvändiga resultatet samt på hur processen resulterade i den slutgiltiga versionen av beteendeträden.
6

Att gå mot rött : en studie i spelarbeteenden

Horned, Carl January 2010 (has links)
<p>Denna uppsats handlar om en undersökning jag gjorde där 39 personer gickigenom en virtuell miljö jag byggt i Unreal Editor 3.Den virtuella miljön bestod av 5 korsningar där spelaren gjorde ett val omvilket håll han skulle gå.Baserat på statistik och intervjusvar från de 39 personerna har jag sedandragit en slutsats i form av en rangordning av beteenden som styr enspelare genom en nivå i ett dataspel.</p> / <p>This paper concerns a study I did in which 39 people went through a virtual environment I built in Unreal Editor 3.The virtual environment consisted of five intersections where the playermade a choice about which direction he should go. Based on statistics and interview responses from the 39 people I have since come to a conclusion in the form of a hierarchy of behaviours that control a player through a level in a computer game.</p>
7

How to develop a minimalist, fun and engaging climb/sneak/assassination game with flow in Unreal Engine 4

Sultan, Aakif January 2021 (has links)
A lot of research has been done on creating flow, absorption, immersion, and engagement in videogames especially in the past decade. In this report I will propose game design choices which induceflow state in players, and analyzing the creation of a stealth assassination game in Unreal Engine.The implementation of the game will be documented and the game design choices justified. Theresults will show that the game created does induce flow in players using quantitative analysisthrough a survey taken from players after they are asked to play the finished game. Even with thedecent number of testers there is still more that can be done to improve the assessment the surveywas aiming to make. The feedback from an industry expert has also been included in the report.
8

<b>DESIGN, IMPLEMENTATION, AND ASSESSMENT OF A SOFTWARE TOOL KIT TO FACILITATE EXPERIMENTAL RESEARCH IN SOCIAL PSYCHOLOGY</b>

Rushali Shinde (18429597) 24 April 2024 (has links)
<p dir="ltr">This paper introduces a comprehensive Software Toolkit designed to facilitate the design, implementation, and assessment of experimental research within the field of social psychology. The toolkit includes a python tool integrated with Unreal Engine to run simulations using virtual reality. This tool allows Students and Psychologists to conduct experiments for learning purposes by helping them to create real-life like simulations in different environments. Following a series of experiments, we have determined that the tool performs effectively. With the potential for further updates and enhancements, we believe that the tool holds promise for utilization in social psychology experiments.</p>
9

LODs and Nanite within Unreal Engine 5: The Future of 3D Asset Creation for Game Engines

Overton, Stephen R. 01 May 2024 (has links) (PDF)
In the video game industry, developers utilize game engines to bring their creations from concept to reality. However, the most widely used engine in the industry currently is Unreal Engine 5 or UE5, which has challenged established practices used by game developers since the early creation of 3D interactive media. One of these challenges is eliminating LODs or Level of Detail-based asset integration with the introduction of Nanite, an automatic LOD creation tool introduced in Unreal Engine 5. With this development, it is still being determined whether Nanite should immediately replace LODs due to its ability to cut out work required for LOD-based integration. This uncertainty has led to the purpose of this study, which is to research and understand the background and utilization of LODs and Nanite in 3D game asset creation while showcasing how both processes intertwine inside UE5.The following research questions will guide this study in answering questions and setting up foundation knowledge into LODs and Nanite to understand the importance of each optimization technique and why their usage matters to the future of 3D asset creation. First, what are LODs, and why are they used in 3D asset creation within the video game industry? Second, what is Nanite, and how does this process differentiate itself from the methods utilized in LOD creation? Third, what are the benefits and consequences of using either LODs or Nanite in 3D asset creation? Lastly, can both processes be utilized in tandem inside Unreal Engine 5.2.1 to allow developers to use the best abilities of both methods in their 3D asset creation pipelines?
10

We Built This City on Skrot och Plåt : En konstnärlig undersökning av Lugnets industriområde genom rekonstruktion, 3D-modellering och virtuella ljudobjekt

Dahlqvist, Niklas January 2024 (has links)
Texten behandlar mitt arbete med installationen We Built This City on Skrot och Plåt i vilken jag digitalt rekonstruerar och tonsätter det numera rivna Lugnets industriområde i Stockholm. I rekonstruktionsarbetet har jag utgått från Per Skoglunds och Petter Eklunds fotografier av området mellan 1998-2002. Genom att använda mig av ett mikrohistoriskt perspektiv undersöker jag frågor om den föränderliga staden samt vilka typer av områden som får ta plats i det offentliga rummet. Genom projektet försöker jag också få en vidare förståelse av Lugnet som en förlängning av det existerande arkivmaterialet. Arbetet har resulterat i en klingande interaktiv 3D-modell av området som presenterades för första gången i Reaktorhallen den 17 maj 2024.

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