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Thesis details
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Realtime library for procedural generation and rendering of terrains
Thesis title in Czech: Realtime library for procedural generation and rendering of terrain
Thesis title in English: Realtime library for procedural generation and rendering of terrains
Key words: procedurální terén, fraktální krajina, úroveň detailů
English key words: procedural terrain, fractal landscape, level of detail
Academic year of topic announcement: 2012/2013
Thesis type: diploma thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: RNDr. Jan Horáček, Ph.D.
Author: hidden - assigned and confirmed by the Study Dept.
Date of registration: 26.03.2013
Date of assignment: 28.03.2013
Confirmed by Study dept. on: 04.04.2013
Date and time of defence: 09.09.2013 00:00
Date of electronic submission:02.08.2013
Date of submission of printed version:02.08.2013
Date of proceeded defence: 09.09.2013
Opponents: RNDr. Martin Šik, Ph.D.
 
 
 
Guidelines
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.
References
[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

 
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