Spelling suggestions: "subject:"unrealistic""
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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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VISUELL PROGRAMMERING OCH SHADERPRESTANDA : En jämförelse mellan shaders gjorda i Unreal Material och HLSL / VISUAL PROGRAMMING AND SHADERPERFORMANCE : A comparison between shaders made in Unreal Material and HLSLOlsson, William January 2023 (has links)
Inom spelutveckling vill utvecklare gärna använda sig av visuella effekter för sina spel och genom shaderprogram kan en mångfald av visuella effekter skapas. Det som hindrar spelutvecklare från att använda sig utav alla visuella effekter de vill ha med i spelet är prestandan. Alla användare har inte tillgång till den senaste hårdvaran och kan ha minimikrav på prestandan hos ett spel. Spelbranschen går dessutom mer mot mobila spel (ISFE & EGDF 2021, ss. 18-19). Mobiler har begränsade resurser och har inte lika mycket processorkraft för grafik som en dedikerad grafikprocessor kan ge. Syftet med denna studie är att undersöka om det finns en skillnad i prestanda på shaders som implementerats med Unreal Material kontra High-Level Shading Language. Detta gjordes genom en implementation i varje språk av två shadereffekter. Efteråt konstruerades två renderingsintensiva scener där tidsmätningar på varje implementation genomfördes. Resultatet av detta kunde inte visa på någon koppling mellan vilket implementationssätt som användes och skillnad i prestanda. Resultaten av testerna kunde endast peka på en försumbar skillnad i prestanda.
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Unreal Investments : How cheap credit is used when rates are already low, and opportunities for financial investments are present.Myles, Joel January 2022 (has links)
This study explores the possibility that cheep credit, provided to firms when profit opportunities on real investments are low, and when opportunities of financial investments are present, will loose some of it’s stimulus effect due to a crowding out effect of financial investments on real investments. Analyzing the changes in debt, and it’s channels of use during the recession of the covid19 pandemic, between firms with a history of stock buybacks, and firms without such a history, the study finds a significantly higher increase in debt for firms with a history of doing stock buybacks. The study concludes that this effect is due to firms finding financial uses of more cheap credit, which does crowd out real investments.
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Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial NeglectXiaoxi, Zhao January 2015 (has links)
No description available.
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Simulation of a three-wheeled electric vehicle / Simulering av ett trehjuligt elfordonKuan, Dick, Zettel, Lucas Svensson January 2024 (has links)
Vehicle simulators are often built from scratch, using well-established software frameworks with custom vehicle models. Since the development of a simulator is a very time consuming process, the purpose of this thesis paper was to explore a different alternative by evaluating the open-source vehicle system ChaosVehicle (CV) in Unreal Engine 5. The goal was to build a simulator using CV and assess its performance in imitating certain aspects of a three-wheeled electric vehicle, including acceleration, coasting and braking behaviors in a straight line.The simulator was set up according to the data provided by the vehicle manufacturer, OMotion. By comparing the simulations with real world driving data, it was determined that the simulator achieved a relative error below 16% in imitating the coasting behavior of the real vehicle. Further, with regards to the brake performance, the simulator has managed to achieve a relative error of below 15% when not accounting for velocities below 10 km/h. Due to the noise present in the real world driving data, it was inconclusive as to whether the simulator had accurately predicted the acceleration behavior of the real vehicle. After a preliminary analysis of the plugin, it was discussed whether CV was as extensible as hypothesized. While the framework is open-source, it was difficult to fully grasp the system due to incomplete documentation of the source code and the user interface. Further work in mapping how the physics model in CV is integrated to the game engine would shed some light on this matter.
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Vývoj "Indie Game" / Indie Game DevelopmentZachariáš, Michal January 2011 (has links)
This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
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Past, Present, FutureKimbangu, Rodney Bidi 27 July 2023 (has links)
Past, Present, Future is an immersive and interactive art installation that seeks to put displaced Congolese and African artwork - commonly displayed in world museums - into their original cultural context. The exhibit's immersive experience sheds light on the colonial exploitation of African peoples and their lifestyles: specifically the expropriation of lived African spiritual and artistic expressions. These artifacts - sometimes stolen outright, sometimes obtained through imbalanced terms of trade, and sometimes obtained by fair bargain - often appear in exhibits as disembodied objects devoid of explanation or reinterpreted through the conceptions of the exploiters. This phenomenon has historically supported the consciousness of colonialism and now of post- and neo-colonialism, maintaining its propagation through museums, schools, and other institutions worldwide.
The exhibition is composed of a virtual environment in addition to projection mapping. The visual, aural, and interactive elements engage with and challenge the viewer's culturally conditioned ways of thought regarding artwork "consumption." This thesis, building on the exhibition, examines the possibilities of employing evolving technology and coding toward the long-term task of "softly" repatriating displaced artifacts while starting a conversation about physical repatriation and providing a model that Congolese scholars and artists can use to preserve and reclaim their cultural heritage. / Master of Fine Arts / Pieces of art from Congo and much of Africa are often perceived in the Western world as exotic objects to be looked at and photographed. To the Congolese people, those objects are an essential part of their ongoing life. It goes without saying that they are central to the collective spirit, sense of the world, cultural identity, and ancestral history. Past, Present, Future is an immersive art installation that takes displaced works from Congo and other settings in Africa and restores their living context through a Congolese artist's lens. This paper examines the process by which they were extracted from their home and found their way onto Western institutions, what they were and what was lost, and how through contemporary technology-integrated creative expression, they may be made whole for the enrichment of those from whom they came, their current hosts, and people everywhere.
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Evaluating the efficiency of general purpose and specialized game engines for 2D gamesThomas Michael Brogan III (18429519) 24 April 2024 (has links)
<p dir="ltr">In the ever-changing landscape of game development, the choice of game engine plays a critical role in deciding the efficiency and performance of a game. This research paper presents a comparative analysis of the performance benchmarks of large general purpose game engines, specifically Unreal Engine 5, Unity, and Godot, versus small genre-specific engines in the context of a simple 2D projectile dodging game. The study focuses on two-dimensional games, which are particularly popular with small studios and indie developers. All three general purpose engines evaluated claim to support building both 2D and 3D applications, however since 2D game logic tends to be smaller scoped and more compact such games are impacted greater by any overhead and bloat the engine introduces, which this research paper intends to evaluate. A series of controlled experiments are conducted to assess each engine's performance in processor utilization, power consumption, memory usage and storage space requirements.</p>
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Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?Wennerberg, Daniel January 2019 (has links)
Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of avatar-related foley sounds. One version was mono, the other stereo. The test prompted the subjects to complete two tasks for each level, whereupon the foley version changed upon completion of the first task. The subjects then answered questions in between each level, regarding the foley version. They were asked to rate believability and choose a preference, as well as provide motivations for their choices. The quantitative data showed next no evidence that either mono or stereo was generally perceived as more believable or preferred. However, the qualitative data indicates that the majority of players tend to prefer and rate stereo foley as more believable in certain game environments. Furthermore, the data indicates that some subjects prefer a sensory replication of reality in foley. It is also shown that preference for stereo width vary between subjects and therefore argued that there cannot be a perfect standardized setting for stereo foley.
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Les correspondances amoureuses de Joë Bousquet : espace d'identité et d'altérité / Joë Bousquet's love correspondences : space of identity and othernessBie, Zhi 15 December 2017 (has links)
Au coeur de l’existence et de l’oeuvre de Bousquet(18971950) se trouve la blessure qu’il reçut à la guerre de 14-18 et qui le condamna à la paralysie. Cette expérience tragique fut la source d’une oeuvre originale et diverse, dans laquelle les correspondances, et plus particulièrement les correspondances amoureuses, tiennent une place importante. Elles sont l’espace dans lequel se déploie une quête d’identité qui passe par la relation à l’altérité, et plus précisément, par la relation amoureuse. L’écriture est vécue par Bousquet comme une tentative de salut, une lutte contre le mal, une quête du sens et de la vérité à travers le langage. Cette écriture intime sonde les profondeurs intérieures de l’homme et s’élève vers la hauteur spirituelle par l’Amour. La recherche de l’unité et de l’essentiel conduit progressivement à l’expression d’une vision du monde qui est aussi une poétique et un enseignement sur la « vraie vie ». / At the core of Joë Bousquet’s life and work (18971950) lies the wound he received during WWI which was to leave him paralysed. Such a tragic experience brought about a unique though diverse achievement, especially through his love letters. Indeed they provide matter for an identity questwhich means how one relates to others, more particularly when love is involved. For Bousquet writing is tantamount to reaching for salvation, it compares with fighting back evil, it is like a quest for meaning and truth by means of words. That deepseated writing probes the inner parts of the human soul, eventually rising up to spiritual heights by means of love. The search for unity and the essential truth also gradually results in a poetical viewing of the world, as well as a lesson of ‘true life’.
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