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Procedurální generování herní grafiky v shaderech a Unity DOTS
Thesis title in Czech: Procedurální generování herní grafiky v shaderech a Unity DOTS
Thesis title in English: Procedural generation of game visuals in shaders and Unity DOTS
Key words: Unity DOTS|procedurální generování|shaderové jazyky
English key words: Unity DOTS|procedural generation|shader languages
Academic year of topic announcement: 2023/2024
Thesis type: diploma thesis
Thesis language: čeština
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Vojtěch Černý
Author: Bc. Anna Vičíková - assigned and confirmed by the Study Dept.
Date of registration: 19.05.2023
Date of assignment: 23.05.2023
Confirmed by Study dept. on: 26.05.2023
Guidelines
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.
References
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.
 
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