Procedurální generování herní grafiky v shaderech a Unity DOTS
Název práce v češtině: | Procedurální generování herní grafiky v shaderech a Unity DOTS |
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Název v anglickém jazyce: | Procedural generation of game visuals in shaders and Unity DOTS |
Klíčová slova: | Unity DOTS|procedurální generování|shaderové jazyky |
Klíčová slova anglicky: | Unity DOTS|procedural generation|shader languages |
Akademický rok vypsání: | 2023/2024 |
Typ práce: | diplomová práce |
Jazyk práce: | čeština |
Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
Vedoucí / školitel: | Mgr. Vojtěch Černý |
Řešitel: | Bc. Anna Vičíková - zadáno a potvrzeno stud. odd. |
Datum přihlášení: | 19.05.2023 |
Datum zadání: | 23.05.2023 |
Datum potvrzení stud. oddělením: | 26.05.2023 |
Zásady pro vypracování |
The goal of this thesis is to create a GPU-based rendering system in Unity as part of an evolution-simulating game. The game will contain a large number of creatures of various species. Creatures and their parameters will be formed, altered and destroyed during the game, based on the simulation. Their visuals will be changing with those parameters, with the attempt to provide a clear and aesthetically pleasing visualization of those parameters.
The intent of the rendering system is to be highly performant. The challenge set forth is in rendering a large and changing variety of moving and non-moving objects (terrain objects, foliage and various creatures) via one pipeline, passing only small number of parameters per creature to the GPU. As a result, we assume that the resulting visuals will be highly abstracted and probably not similar to real-life creatures. Additionally, for high performance, the game will use Unity's new data-oriented technology stack DOTS. Creating DOTS components aiding the rendering system is a part of this thesis. The game itself is not part of this thesis, but will be a god strategy game where players indirectly influence various species that compete for resources in an environment. |
Seznam odborné literatury |
Unity Docs. https://docs.unity3d.com/
Vivo, P. G., & Lowe, J. (2015). The Book of Shaders. Available from: https://thebookofshaders.com. Ferreira, P. (2018). Sampling Superquadric Point Clouds with Normals. arXiv preprint arXiv:1802.05176. |