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Morski biomi po vzoru Whittakerjevih biomov
ID Šuštar, Klara (Author), ID Bohak, Ciril (Mentor) More about this mentor... This link opens in a new window

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Abstract
Diplomska naloga prikazuje postopek generiranja in simuliranja morskih biomov z izbiro specifičnih vrst koral. Opisane so metode generiranja teh biomov s pomočjo tako imenovane pijane hoje (angl. drunken walk) in določanju lastnosti vsakega od njih. Rezultat nato preslikamo na izbran teren, ki ga bomo nato uporabili v simulaciji, pri kateri bo glavni pristop vključeval uporabo faktorjev in korektne obtežitve vsakega bioma. Poleg priprave 3D modelov, bomo projekt vizualno popestrili z raznimi učinki, ki posnemajo izgled podvodnega sveta (megla, odsevi svetlobe, žarki in hladni odtenki). Cilj postopka je pripraviti tembolj realistično simulacijo ter omogočiti spreminjanje le-te preko uporabniškega vmesnika. Poleg tega bo uporabniški vmesnik vseboval tudi pregled celotnega terena (zemljevid biomov), možnost premikanja kamere, možnost regeneriranja pokrajine, možnost ustavljanja/nadaljevanja simulacije in podobne modifikacije.

Language:Slovenian
Keywords:proceduralno generiranje biomov, Whittakerjevi biomi, Unity, korale, simulacija biomov
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2023
PID:20.500.12556/RUL-149964 This link opens in a new window
COBISS.SI-ID:166987267 This link opens in a new window
Publication date in RUL:12.09.2023
Views:1394
Downloads:152
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Secondary language

Language:English
Title:Marine biomes based on Whittaker biomes
Abstract:
The thesis shows the process of generating and simulating marine biomes with a selection of specific species of corals. It describes methods of generating these biomes using the so-called drunken walk and determining the properties of each biome. These biomes are then mapped onto the selected terrain, where they will then be used in the simulation. The main approach to the simulation will involve using the factors of each biome and weighing each one correctly. In addition to painting 3D models of each biome, we will visually enrich the project with various effects that imitate the appearance of the underwater world (fog, light reflections, rays and cool shades). The goal of the process is to prepare a more realistic simulation and to enable its modification via the user interface. In addition, the user interface will contain an overview of the entire terrain (biome map), the ability to move the camera, the ability to regenerate the landscape, the ability to stop/resume the simulation and similar modifications.

Keywords:procedural biome generation, Whittaker biomes, Unity, corals, biome simulation

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