Framework pro real-time volumetrický terén se simulovanýmí materiály
Thesis title in Czech: | Framework pro real-time volumetrický terén se simulovanýmí materiály |
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Thesis title in English: | A framework for real-time volumetric terrain with simulated materials |
Key words: | real-time|volumetrický terén|simulace kapalin |
English key words: | real-time|volumetric terrain|fluid simulation |
Academic year of topic announcement: | 2021/2022 |
Thesis type: | diploma thesis |
Thesis language: | |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | Mgr. Martin Kahoun |
Author: | hidden - assigned and confirmed by the Study Dept. |
Date of registration: | 01.03.2022 |
Date of assignment: | 01.03.2022 |
Confirmed by Study dept. on: | 11.03.2022 |
Guidelines |
Terrain representation in the vast majority of today's software and games
relies on the usage of heightmaps, i.e., 2D elevation maps that store height for each point. While effective for storage and rendering, this approach severely limits features that can be present on such terrain, e.g., overhangs, arches, or caves. The terrain is then usually composed of single impenetrable material. There are methods that try to overcome these limitations either by introducing material stacks which model the terrain as layers of materials of various properties. Another alternative is taking the terrain representation into full 3D using voxel representation where a cell in such a grid stores distance to nearest surface or material density. Not that many commercially available software or games use this representation which allows for interesting gameplay features, for example. From those that do, the representation usually focuses on simplified geometry rendered by textured cubes, or the whole world is composed of solid homogeneous materials. Interaction is usually supported by either decreasing voxel’s density or removing the textured cube after a specified number of hits. The goal of this thesis is to explore ways of effective and efficient volumetric terrain representations, generation, editing and rendering. A framework for working with volumetric terrains is to be implemented. It should feature efficient way of surface extraction and rendering, way to import, procedurally generate, and edit the terrain in real-time. The representation should allow for materials with different properties, e.g., solid ones like rock, or simulated ones like fluids. |
References |
[1] Lengyel, E.S. Voxel-Based Terrain for Real-Time Virtual Simulations, 2010
[2] Peytavie, A., et al. Arches: a Framework for Modelling Complex Terrains, Computer Graphics Forum, 2009 [3] Löffler, F., Schumann, H. Generating Smooth High-Quality Isosurfaces for Interactive Modeling and Visualization of Complex Terrains; VMV - 2012 (Vision, Modeling and Visualization), 2012 [4] Kristof, P., et al. Hydraulic Erosion Using Smoothed Particle Hydrodynamics, EUROGRAPHICS 2009 [5] Galin, E., et al. A Review of Digital Terrain Modeling. Computer Graphics Forum, 2019 [5] Ebert, D., et al. Texturing and Modeling: A Procedural Approach: Third Edition, 2002 [7] Foley, J. D. et al. Computer Graphics: Principles and Practice, Third Edition, 2013 |