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Spreminjanje umetniškega stila s pomočjo senčilnikov v razvojnem okolju Unity
ID PREZELJ, ANA MARIJA (Author), ID Žabkar, Jure (Mentor) More about this mentor... This link opens in a new window

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Abstract
Da računalniška igra danes izstopa, mora vsebovati ne le odlično vsebino, temveč tudi izjemen vizualni izgled. Zato smo se odločili implementirati več nerealističnih artističnih stilov s pomočjo senčilnikov s senčilnim jezikom HLSL. V okviru diplomskega dela smo se najprej poglobili v teorijo računalniške grafike, preučili transformacije med koordinatnimi sistemi, delovanje grafičnega cevovoda, vrste senčilnikov ter podrobno analizirali delovanje ogliščnih in fragmentnih senčilnikov. Vsi senčilniki so bili implementirani v razvojnem okolju Unity, kjer smo proučili različne grafične cevovode in pristope k razvoju senčilnikov. Implementirali smo izbrane artistične stile, ki se upodobijo v realnem času, med katerimi izstopajo osvetlitev v risalnem stilu, senčenje s tehniko šrafiranja, efekt oljne slike s kuwahara filtrom, pop art stil s senčenjem z enakomerno porazdeljenimi pikami ter upodobitev sveta v barvah retro konzol.

Language:Slovenian
Keywords:Unity, senčilnik, HLSL, umetniški stil, realen čas, osvetlitev
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2024
PID:20.500.12556/RUL-158772 This link opens in a new window
COBISS.SI-ID:200089603 This link opens in a new window
Publication date in RUL:20.06.2024
Views:286
Downloads:59
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Secondary language

Language:English
Title:Changing the artistic style using shaders in the Unity development environment
Abstract:
To stand out today, a computer game must not only have great content, but also great visuals. That’s why we decided to implement several unrealistic artistic styles using shaders with the HLSL shader language. As part of the thesis, we first delved into the theory of computer graphics, looking at transformations between coordinate systems, the operation of the graphics pipeline, types of shaders, and a detailed analysis of the operation of the frame and fragment shaders. All shaders were implemented in the Unity development environment, where we explored different graphics pipelines and approaches to shader development. We implemented selected artistic styles that are rendered in real time, among which stand out the toon shader, shading with hatching technique, oil painting effect with kuwahara filter, pop art style with shading with evenly distributed dots, and the depiction of the world in the colours of retro consoles.

Keywords:Unity, shader, HLSL, art style, real time, lighting

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