GPU Supported Terrain Editing
Thesis title in Czech: | GPU Supported Terrain Editing |
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Thesis title in English: | GPU Supported Terrain Editing |
Key words: | editace terénu, programování GPU, konstrukce shader programu |
English key words: | terrain editing, GPU programming, shader program construction |
Academic year of topic announcement: | 2009/2010 |
Thesis type: | Bachelor's thesis |
Thesis language: | angličtina |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | RNDr. Josef Pelikán |
Author: | hidden![]() |
Date of registration: | 19.08.2010 |
Date of assignment: | 19.08.2010 |
Confirmed by Study dept. on: | 08.08.2011 |
Date and time of defence: | 07.09.2011 09:00 |
Date of electronic submission: | 05.08.2011 |
Date of submission of printed version: | 05.08.2011 |
Date of proceeded defence: | 07.09.2011 |
Opponents: | RNDr. Jan Kolomazník, Ph.D. |
Guidelines |
Student should gather and read relevant sources about terrain representations, editing and programming of modern GPUs. Main goal of the thesis is to design a terrain-editing architecture based on programmable GPU and able to use as many different techniques as possible. General extensibility is an important attribute of the suggested data model.
The system should be implemented in experimental application to demonstrate correctness of the design. Several modules or techniques should be implemented and published together with their supposed methodological usage (typical terrain-editor workflow). Software should be well documented (both user and internal documentation). Emphasis should be placed on thorough description of used algorithms (including mathematics) and data structures. |
References |
1. Johan Andersson: Terrain Rendering in Frostbite Using Procedural Shader Splatting, ACM SIGGRAPH, 2007
2. Matrin Mittring: Advanced Virtual Texture Topics, ACM SIGGRAPH, 2008 3. D. Luebke et al.: Level of Detail for 3D Graphics, Morgan Kaufman, 2002 4. NVIDIA Corporation: Cg Toolkit User's Manual - A Developer's Guide to Programmable Graphics |