Realtime library for procedural generation and rendering of terrains
| Název práce v češtině: | Realtime library for procedural generation and rendering of terrain |
|---|---|
| Název v anglickém jazyce: | Realtime library for procedural generation and rendering of terrains |
| Klíčová slova: | procedurální terén, fraktální krajina, úroveň detailů |
| Klíčová slova anglicky: | procedural terrain, fractal landscape, level of detail |
| Akademický rok vypsání: | 2012/2013 |
| Typ práce: | diplomová práce |
| Jazyk práce: | angličtina |
| Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
| Vedoucí / školitel: | RNDr. Jan Horáček, Ph.D. |
| Řešitel: | skrytý - zadáno a potvrzeno stud. odd. |
| Datum přihlášení: | 26.03.2013 |
| Datum zadání: | 28.03.2013 |
| Datum potvrzení stud. oddělením: | 04.04.2013 |
| Datum a čas obhajoby: | 09.09.2013 00:00 |
| Datum odevzdání elektronické podoby: | 02.08.2013 |
| Datum odevzdání tištěné podoby: | 02.08.2013 |
| Datum proběhlé obhajoby: | 09.09.2013 |
| Oponenti: | RNDr. Martin Šik, Ph.D. |
| Zásady pro vypracování |
| The goal of this thesis is to continue and advance the results from a bachelor thesis "Procedural generation and realtime rendering of planetary bodies" [1].
The author should design and implement an extendable and easy to use library for realtime rendering and procedural generation of terrains. The library should support at least spherical and planar bases for detail generation and there should be a possibility to implement one's own base geometry. LOD metrics should take into account horizon rendering and field of view. Again, there should be a possibility to easily exchange the metrics for one's own. The work should provide an example application with some basic methods for terrain generation as well as at least one complex method that would provide terrain with Earth-like features, e.g., rivers. The source code has to be well commented and the user should be able to easily write his own terrain generator. A research into the available methods should be conducted and properly documented. |
| Seznam odborné literatury |
| [1] Martin Kahoun - Procedural generation and realtime rendering of planetary bodies, Bachelor thesis, MFF UK, 2010.
[2] James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes: Computer Graphics: Principles and Practice in C (2nd Edition), Addison Wesley, 1996 [3] OpenGL ARB: OpenGL Programming Guide: The Official Guide to Learning OpenGL, 8th edition, Addison-Wesley, 2012. [4] Duchaineau, M. et al.: ROAMing Terrain: Real-time Optimally Adapting Meshes https://graphics.llnl.gov/ROAM/ [5] Ebert, Musgrave et al. - Texturing and modeling: A procedural approach, 3rd edition, Morgan Kaufmann Publishers Inc., 2002 [6] Pharr, M. et al.: GPU Gems 2 NVIDIA Corporation, USA 2005 [7] Nguyen, H. et al.: GPU Gems 3 NVIDIA Corporation, USA 2007 |
- zadáno a potvrzeno stud. odd.