Procedural terrain modeling using polygonal sketching
Název práce v češtině: | Procedurální modelování terénů čtrtáním polygonů |
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Název v anglickém jazyce: | Procedural terrain modeling using polygonal sketching |
Klíčová slova: | procedurální modelování, eroze, terén |
Klíčová slova anglicky: | procedural modeling, erosion, terrain |
Akademický rok vypsání: | 2016/2017 |
Typ práce: | bakalářská práce |
Jazyk práce: | angličtina |
Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
Vedoucí / školitel: | Mgr. Martin Kahoun |
Řešitel: | skrytý![]() |
Datum přihlášení: | 26.09.2016 |
Datum zadání: | 10.01.2017 |
Datum potvrzení stud. oddělením: | 12.01.2017 |
Datum a čas obhajoby: | 20.06.2017 00:00 |
Datum odevzdání elektronické podoby: | 18.05.2017 |
Datum odevzdání tištěné podoby: | 18.05.2017 |
Datum proběhlé obhajoby: | 20.06.2017 |
Oponenti: | RNDr. Jan Beneš, Ph.D. |
Zásady pro vypracování |
The goal of this thesis is to implement an application that would allow users to create procedurally generated terrains by sketching polygonal areas with defined terrain properties. Individual polygonal areas will be blended together to create a rough heightmap that can be subsequently edited by using brush operations.
Advanced terrain generation techniques shall be explored, e.g., terrain erosion simulation, riverbed generation, etc., with at least one of them being implemented. The application should allow users to export the finished heightmap for further use as well as preview the terrain in 3D. The source code has to be well commented and supplemented with detailed user and programmer's documentation. |
Seznam odborné literatury |
[1] Ebert, D. et al. "Texturing and Modeling: A Procedural Approach." 3rd edition, 2002.
[2] Smelik, R. M., et al. "A survey on procedural modelling for virtual worlds." Computer Graphics Forum. Vol. 33. No. 6. 2014. [3] Zábský, M. "Geogen - scriptable generator of terrain height maps." Bachelor thesis, Charles University in Prague, Faculty of Mathematics and Physics, 2011. [4] Olsen, J. "Realtime Procedural Terrain Generation." 2004. [5] de Carpentier, G. J. P., and Bidarra, R. "Interactive GPU-based procedural heightfield brushes." Proceedings of the 4th International Conference on Foundations of Digital Games. ACM, 2009. [6] Belhadj, F., and Audibert, P. "Modeling landscapes with ridges and rivers: bottom up approach." Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia. ACM, 2005. [7] Hughes, J. F., et al. "Computer graphics: principles and practice." 3rd edition, Addison-Wesley Professional, 2013. |