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Gradnja poligonske mreže proceduralnega drevesa
ID PLESNIČAR, JANI (Author), ID Lebar Bajec, Iztok (Mentor) More about this mentor... This link opens in a new window

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MD5: 80ACB3199CF20AD1B61E02382A4A10FC
PID: 20.500.12556/rul/cb45e952-0f34-46e1-ba3c-a0f0d7d80fb0

Abstract
S pomočjo proceduralnega generiranja objektov lahko zgradimo poligonske mreže objektov, za katere bi pogosto v modelirnih orodjih potrebovali veliko časa. Še posebej takrat, ko bi šlo za objekte, ki morajo biti videti različno, vendar imajo vsi nekaj skupnega. Tipičen primer so drevesa. Ta imajo veje, ki štrlijo stran od debla in se raztezajo proti svetlobi. V diplomskem delu je predstavljeno zaporedje metod, ki v računalniški grafiki proceduralno generirajo popolnoma proceduralna drevesa, ki jih je nato mogoče uporabiti v računalniških igrah. S pomočjo spremenjenega algoritma kolonizacije prostora (angl. Space Colonization Algorithm) je mogoče zgenerirati skelet drevesa, ki se prilagaja tridimenzionalnemu prostoru, ki je definiran kot oblak točk. Tako zgeneriran skelet drevesa se uporabi za izgradnjo poligonske mreže drevesa. Za ustvarjenje na pogled ustrezne poligonske mreže drevesa potrebujemo kar nekaj korakov. Vsak korak doda k mreži nove podrobnosti. Eden izmed pomembnih korakov je lepljenje cilindrov dreves.

Language:Slovenian
Keywords:proceduralni, generator dreves, prostorska kolonizacija, algoritem, konveksna lupina
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2016
PID:20.500.12556/RUL-83459 This link opens in a new window
Publication date in RUL:15.06.2016
Views:1172
Downloads:269
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Secondary language

Language:English
Title:Procedural tree mesh building
Abstract:
Procedural generation of objects can be used to build polygonal meshes of objects much faster than with modelling tools. This is particularly true for objects that should look diverse, yet share some common characteristics. Trees are a typical example because their branches grow away from the trunk and extend towards the light. This thesis presents a sequence of computer graphics methods that enable procedural generation of completely procedural trees that can be used in computer games. The modified Space Colonization Algorithm can help generate the skeleton of the tree that is adapted to the three-dimensional space, which is defined as a point cloud. The skeleton is the foundation for the construction of the polygonal tree mesh. However, a number of steps need to be taken to create an adequate polygonal mesh. Each step adds new details to the mesh and one of the important ones is to merge individual cylinders.

Keywords:procedural, tree generator, space colonization, algorithem, convex hull

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