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Proceduralno generiranje realistične pokrajine v različnih letnih časih
ID PEČAR, PRIMOŽ (Author), ID Kavčič, Alenka (Mentor) More about this mentor... This link opens in a new window, ID Bohak, Ciril (Comentor)

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Abstract
Diplomska naloga prikazuje pristope za generiranje realistične pokrajine z možnostjo prehoda med letnimi časi. Opisani so postopki generiranja terena z uporabo Perlinovega šuma in tekstur, ki definirajo višino, toploto in razporeditev vode. S tem dosežemo osnovno obliko terena, na njej pa gradimo z uporabo več tipov erozij, s katerimi dosežemo bolj realistični izgled. Teren razdelimo z definiranjem biomov. Z njimi teren teksturiramo in ločimo na posamezne predele. Vsak biom ima tudi svoje podrobnosti, ki popestrijo izgled terena. Zatem dodamo preostalo vsebino, ki pa je vezana na tip bioma. Ko je vsa vsebina postavljena, se lotimo še generiranja cest in hiš okoli njih. Ko je vsa vsebina ustrezno definirana, pa lahko celotno pokrajino spreminjamo glede na letni čas. Tako vidimo spremembe med letnimi časi in kako to vpliva na celostno podobo terena. Cilj diplome je generirati realistično pokrajino, ki se bo lahko kasneje uporabila kot osnova za simulacijo zajema s senzorjem LiDAR.

Language:Slovenian
Keywords:proceduralno generiranje terena, Whittakerjevi biomi, Unity, prehod med letnimi časi
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2020
PID:20.500.12556/RUL-115304 This link opens in a new window
COBISS.SI-ID:12858371 This link opens in a new window
Publication date in RUL:22.04.2020
Views:1355
Downloads:344
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Secondary language

Language:English
Title:Procedural generation of realistic landscape in different seasons
Abstract:
The diploma thesis presents approaches for the generation of a realistic terrain with the ability to switch between seasons. We describe the procedures of terrain generation using Perlin noise and the generation of height, heat and water maps. With those, we achieve a basic procedurally generated terrain. We expand on this by using several erosion types, which make our terrain more realistic. We divide the terrain by defining biomes. With these, the terrain is textured and separated into individual areas. Each biome also has it's own detail layer that enhances the appearance of the terrain. Then we add content that is related to the type of biome. Once all the content is laid out, we begin the generation of roads and the placement of houses around them. With all the content placed, we can start changing the season. This allows us to see the changes between the seasons and how it affects the overall image of the terrain. The aim of the diploma is to generate a realistic landscape that can later be used as a basis for simulating capture with a LiDAR sensor.

Keywords:procedural terrain generation, Whittaker biomes, Unity, transition between sesasons

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