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Proceduralno generiranje in upodabljanje podvodnih struktur in organizmov
ID KOŠIR, BLAŽ (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window, ID Lesar, Žiga (Comentor)

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Abstract
V diplomska nalogi predstavimo sistem za proceduralno generiranje terena in koral, simuliranje morske gladine ter upodabljanje tekočinskih okolij v realnem času. Predstavimo tudi nov pristop h generiranju morskih organizmov, kot so korale, s pomočjo reakcijsko-difuzijskih sistemov. V tekočinskih okoljih se pojavijo značilni optični in fizikalni pojavi, kot so razprševanje, lomljenje in absorpcija svetlobe. Za upodabljanje teh pojavov uporabimo različne pristope, ki jih združimo v celosten sistem za upodabljanje tekočinskih okolij. Posebno pozornost smo namenili prehodu med zrakom in vodo. Aplikacija je implementirana v igralnem pogonu Unity s ciljem realnočasovnega upodabljanja.

Language:Slovenian
Keywords:Proceduralno generiranje, upodabljanje tekočinskih okolij, simuliranje gladine, realni čas
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2025
PID:20.500.12556/RUL-167366 This link opens in a new window
COBISS.SI-ID:227748355 This link opens in a new window
Publication date in RUL:18.02.2025
Views:366
Downloads:81
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Secondary language

Language:English
Title:Procedural generation and rendering of underwater structures and organisms
Abstract:
This thesis presents a system for procedural terrain and coral generation, simulation of waves, rendering of liquid environments, and introduces a new approach to generating water organisms like corals based on reaction-diffusion systems. In liquid environments, different optical and physical effects are visible, such as light scattering, absorption, turbulence, and the existence of other particles in the media. To render these visual effects we use different techniques, which are then combined into a single model for simulating liquid environments. Special attention was given to the transition between air and water. The application was implemented in the Unity game engine with the goal of real-time execution for use in interactive applications.

Keywords:Procedural generation, rendering of liquid environments, wave simulation, real-time

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