Smooth Minecraft terrain rendering
Název práce v češtině: | Hladké vykreslování Minecraft terénu |
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Název v anglickém jazyce: | Smooth Minecraft terrain rendering |
Klíčová slova: | terén|voxel|implicitní plocha|Minecraft|vykreslování |
Klíčová slova anglicky: | terrain|voxel|implicit surface|Minecraft|rendering |
Akademický rok vypsání: | 2022/2023 |
Typ práce: | bakalářská práce |
Jazyk práce: | angličtina |
Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
Vedoucí / školitel: | Mgr. Tomáš Iser, Ph.D. |
Řešitel: | Bc. Eduard Hopfer - zadáno a potvrzeno stud. odd. |
Datum přihlášení: | 01.06.2023 |
Datum zadání: | 01.06.2023 |
Datum potvrzení stud. oddělením: | 13.06.2023 |
Datum a čas obhajoby: | 07.09.2023 09:00 |
Datum odevzdání elektronické podoby: | 20.07.2023 |
Datum odevzdání tištěné podoby: | 20.07.2023 |
Datum proběhlé obhajoby: | 07.09.2023 |
Oponenti: | Darryl Gouder, M.Sc. |
Zásady pro vypracování |
The goal of the thesis is to investigate the existing methods for smooth terrain rendering, choose one of the methods as a baseline, and modify and implement the method in the context of the Minecraft videogame.
Minecraft is an open-world video game which whole world is made of a regular grid of blocks. Each of these blocks (voxels in the grid) has exactly one material assigned, e.g., soil, sand, stone, wood, glass, and each block is rendered simply as a textured cube. In this thesis, we explore real-time rendering of the blocky world as a smooth terrain instead, which would give the same map a completely new appearance, which may be more appealing for some use cases. The author of this thesis should be aware of the following specifics and criteria: - The Minecraft worlds are technically infinite in size and so are split into finite chunks. The method should be able to process the chunks in real time as the user navigates throughout the world and render the smooth terrain without delays. - The blocks have sharp (discontinuous) texture transitions, but the smooth terrain should have smooth continuous texture transitions. - Some of the blocks are intended to stay blocks and should not be smoothed. For example, a house build from wood should remain straight, while the ground underneath may need to be smoothed out. This may cause effects such as a "levitating house". The author must propose a reasonable solution to alleviate this problem. The implementation may be read-only, meaning the author of this thesis does not need to implement terrain editing. Furthermore, the original Minecraft implements many block materials and this thesis may only implement a reasonably small subset of the materials. |
Seznam odborné literatury |
Peytavie, A., Galin, E., Grosjean, J. and Merillou, S. (2009), Arches: a Framework for Modeling Complex Terrains. Computer Graphics Forum, 28: 457-467. https://doi.org/10.1111/j.1467-8659.2009.01385.x
William E. Lorensen and Harvey E. Cline. 1987. Marching cubes: A high resolution 3D surface construction algorithm. SIGGRAPH Comput. Graph. 21, 4 (July 1987), 163–169. https://doi.org/10.1145/37402.37422 |