In computer graphics, when simulating fractured or cracked objects, most commonly physically based methods or hybrid solutions using physical and procedural methods are used to achieve the result. If only a static representation of a cracked surface, and not a simulation of an object cracking, is desired, these approaches of crack generation are not suitable. Non-physically based methods to generate the cracks or fractured objects has also been used where a fracture pattern is projected onto an object. In this thesis a novel method of generating 3D avalanche slabs directly from a 2D Voronoi pattern, in real-time, without using physically based methods or 3D procedural crack generation is presented. After the slabs are generated, they are placed on the surface of a terrain. To add a more realistic look, snow is added on the mountain around the avalanche slabs. Using this novel method of generating 3D avalanche slabs, separate 3D mesh objects are created directly from the Voronoi pattern, and no 3D model is needed initially to generate them from. The results show that this method can be used in real-time with limitations. With improvements suggested in this thesis, the presented method could be used to generate a large amount of slabs in a fairly large region, and software developers can benefit from using this method in their graphics renderer.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-20223 |
Date | January 2020 |
Creators | Tillgren, Sebastian |
Publisher | Blekinge Tekniska Högskola, Institutionen för datavetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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