Background. Games are becoming increasingly large, and that includes space games. They require new features to be developed and planets to be generated. Heightmap- and marching cubes-algorithms, allow for the generation of spherical objects and planets when adapted. With the help of noise and these algorithms,spherical terrains are created in this project the performance of the individual solutions is measured. Objectives. It is the scope of this project to implement two planet generators, one based on heightmap technology and another based on the marching cube algorithm.These are then compared in terms of performance to see the differences in memory consumption and which one is faster. Methods. The two techniques, planetary marching cubes...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Visual simulation of natural eroded terrains using computer graphics has always been a fascinating r...
Background. Games are becoming increasingly large, and that includes space games. They require new f...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
Context. Procedural Terrain Generation refers to the algorithmical creation of terrains with limited...
Background. Being able to modify virtual environments can create immersive experiences for video-gam...
Marching Cubes is a rendering technique that has many advantages for a lot of areas. It is a techniq...
Figure 1: GPU procedural terrain generation This work presents a procedural terrain generation using...
Ovaj završni rad opisuje postupak proceduralnog generiranja terena u programskom alatu Unity. Kao os...
Typically, when creating a Simulated Natural Environment (SNE), the development of an integrated run...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or...
Real-time Optimally Adapting Meshes (ROAM) is, and remains, a very popular algorithm for the renderi...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Visual simulation of natural eroded terrains using computer graphics has always been a fascinating r...
Background. Games are becoming increasingly large, and that includes space games. They require new f...
Terrain rendering is one of the most challenging interactive visualizations in a game application. I...
Background. Rendering planets with high detail from orbit to surface level is becoming increasingly ...
Context. Procedural Terrain Generation refers to the algorithmical creation of terrains with limited...
Background. Being able to modify virtual environments can create immersive experiences for video-gam...
Marching Cubes is a rendering technique that has many advantages for a lot of areas. It is a techniq...
Figure 1: GPU procedural terrain generation This work presents a procedural terrain generation using...
Ovaj završni rad opisuje postupak proceduralnog generiranja terena u programskom alatu Unity. Kao os...
Typically, when creating a Simulated Natural Environment (SNE), the development of an integrated run...
Computer gamers demand more realistic effects for each release of a new game. This final year projec...
We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or...
Real-time Optimally Adapting Meshes (ROAM) is, and remains, a very popular algorithm for the renderi...
Recent development in graphics hardware opened the possibility for new terrain rendering techniques....
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Visual simulation of natural eroded terrains using computer graphics has always been a fascinating r...