Details

Modeliranje po zajemu in vizualizacija dirkališča z namenom uporabe v računalniški igri
ID Lapuh Šepetavc, Denis (Author), ID Gabrijelčič Tomc, Helena (Mentor) More about this mentor... This link opens in a new window, ID Učakar, Andrej (Comentor)

.pdfPDF - Presentation file, Download (6,77 MB)
MD5: 291698826EC759BECA8E64A885CBC9E5

Abstract
V diplomskem delu z naslovom »Modeliranje po zajemu in vizualizacija dirkališča z namenom uporabe v računalniški videoigri« je predstavljen celoten proces, ki vključuje zajemanje predmetov in okolja na terenu, obdelavo zajetih podatkov, modeliranje po zajemih, peko tekstur, popravljanje tekstur, uvoz v igralni gonilnik in končno implementacijo v računalniško videoigro Assetto Corsa. V teoretičnem delu so najprej predstavljeni osnovni koncepti tridimenzionalnega zajemanja, različni načini zajemanja in različne naprave za zajemanje. Poseben poudarek je na dveh tehnikah, ki sta uporabljeni v diplomskem delu: zajemanje s fotogrametrijo in tehnologijo LiDAR. Prav tako so opisane tehnike obdelave zajetih podatkov z uporabo aplikacij na mobilnih telefonih in programov na osebnih računalnikih. Nadalje je predstavljena kratka zgodovina igralnih gonilnikov, pri čemer sta izpostavljena dva industrijska standardna gonilnika. Podrobno je obravnavan igralni gonilnik KSEditor, uporabljen v diplomskem delu, in njegova integracija z računalniško videoigro Assetto Corsa. Končni izdelek je vizualizacija prostora v virtualnem svetu v razmerju 1 : 1 v primerjavi z realnim prostorom. V eksperimentalnem delu je najprej opisan strateški postopek načrtovanja poti zajemanja za več medijev ter primerjava slabega in dobrega načrtovanja. Nato so prikazani primeri obdelanih zajemov različnih predmetov na dirkališču in v okolici. Sledi postopek obdelave tridimenzionalnih zajemov z omenjenimi tehnikami in modeliranje na podlagi zajetih podatkov. Podrobno je opisan vsak delovni korak, kar omogoča natančno sledenje našemu delokrogu. Sledi navedba nastavitev za peko tekstur, izvedba peke in ustvarjanje vegetacije. Predstavljeno je pravilno poimenovanje predmetov in površin za fizikalni model ter popravljanje morebitnih napak pri teksturah. Sledi prikaz vizualizacij v vmesnem programu Blender, uvoz v igralni gonilnik, nastavljanje parametrov za materiale in končne vizualizacije iz računalniške videoigre Assetto Corsa. Rezultat dela je namenjen natančnim teoretičnim treningom na simulatorju za voznike ali vožnjo za sprostitev in uživanje. Za oplemenitenje izkušnje je priložena neposredna povezava do predstavitvenega videoposnetka končnega izdelka.

Language:Slovenian
Keywords:3D-zajem, 3D-vizualizacija, dirkališče, modeliranje, peka, virtualni gonilnik, Blender, KSEditor, Assetto Corsa
Work type:Bachelor thesis/paper
Organization:NTF - Faculty of Natural Sciences and Engineering
Year:2025
PID:20.500.12556/RUL-167970 This link opens in a new window
Publication date in RUL:21.03.2025
Views:271
Downloads:103
Metadata:XML DC-XML DC-RDF
:
Copy citation
Share:Bookmark and Share

Secondary language

Language:English
Title:Modeling after capture and visualisation of racetrack for use in computer game
Abstract:
In the thesis titled "Modeling after capture and visualization of the Racetrack with the intention of using it in a Computer Video Game," the entire process is presented, which includes capturing objects and environments in the field, processing captured data, modelling based on the captures, texture baking, texture correction, import into the game engine, and final implementation in the computer video game Assetto Corsa. The theoretical part presents the basic concepts of 3D capturing, various capturing methods, and different capturing devices. Special emphasis is placed on the two techniques used in the thesis: photogrammetry and LiDAR technology. Techniques for processing captured data using mobile phone applications and computer programs are also described. Additionally, a brief history of game engines is presented, highlighting two industry-standard engines. The game engine KSEditor, used in the thesis, and its integration with the computer video game Assetto Corsa are discussed in detail. The final product is a 1:1 visualization of the space in the virtual world compared to the actual space. In the experimental part, the strategic process of planning capture paths for multiple media is first described, including a comparison of poor and good planning. Then, examples of processed captures of the racetrack and surroundings are shown. This is followed by the process of processing 3D captures using the aforementioned techniques and modelling based on the captured data. Each working step is described in detail, ensuring precise adherence to our workflow. We continue with the settings for texture baking, execution of the baking, and creation of vegetation. Proper naming of objects and surfaces for the physical model and correction of potential texture errors are also presented. This is followed by visualizations in the intermediate program Blender, import into the game engine, setting material parameters, and final visualizations from the computer video game Assetto Corsa. The work results serve for accurate theoretical training on the simulator for drivers or driving for relaxation and enjoyment. To enhance the experience, a direct link to a presentation video of the final product is provided.

Keywords:3D capture, 3D visualization, racetrack, modelling, baking, game engine, Blender, KSEditor, Assetto Corsa

Similar documents

Similar works from RUL:
Similar works from other Slovenian collections:

Back