Thesis (Selection of subject)Thesis (Selection of subject)(version: 336)
Assignment details
Procedural terrain modeling using polygonal sketching
Thesis title in Czech: Procedurální modelování terénů čtrtáním polygonů
Thesis title in English: Procedural terrain modeling using polygonal sketching
Key words: procedurální modelování, eroze, terén
English key words: procedural modeling, erosion, terrain
Academic year of topic announcement: 2016/2017
Type of assignment: Bachelor's thesis
Thesis language: angličtina
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: 26.09.2016
Date of assignment: 10.01.2017
Confirmed by Study dept. on: 12.01.2017
Date and time of defence: 20.06.2017 00:00
Date of electronic submission:18.05.2017
Date of submission of printed version:18.05.2017
Date of proceeded defence: 20.06.2017
Reviewers: RNDr. Jan Beneš, Ph.D.
The goal of this thesis is to implement an application that would allow users to create procedurally generated terrains by sketching polygonal areas with defined terrain properties. Individual polygonal areas will be blended together to create a rough heightmap that can be subsequently edited by using brush operations.

Advanced terrain generation techniques shall be explored, e.g., terrain erosion simulation, riverbed generation, etc., with at least one of them being implemented. The application should allow users to export the finished heightmap for further use as well as preview the terrain in 3D.

The source code has to be well commented and supplemented with detailed user and programmer's documentation.
[1] Ebert, D. et al. "Texturing and Modeling: A Procedural Approach." 3rd edition, 2002.

[2] Smelik, R. M., et al. "A survey on procedural modelling for virtual worlds." Computer Graphics Forum. Vol. 33. No. 6. 2014.

[3] Zábský, M. "Geogen - scriptable generator of terrain height maps." Bachelor thesis, Charles University in Prague, Faculty of Mathematics and Physics, 2011.

[4] Olsen, J. "Realtime Procedural Terrain Generation." 2004.

[5] de Carpentier, G. J. P., and Bidarra, R. "Interactive GPU-based procedural heightfield brushes." Proceedings of the 4th International Conference on Foundations of Digital Games. ACM, 2009.

[6] Belhadj, F., and Audibert, P. "Modeling landscapes with ridges and rivers: bottom up approach." Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia. ACM, 2005.

[7] Hughes, J. F., et al. "Computer graphics: principles and practice." 3rd edition, Addison-Wesley Professional, 2013.
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