National Repository of Grey Literature 114 records found  beginprevious82 - 91nextend  jump to record: Search took 0.01 seconds. 
Procedural Generation in Unity
Goš, Pavel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to develop a procedural generator of dungeons in the Unity game engine. The description of the most important parts of the Unity engine can be found in this thesis. The development and implementation of procedural generation of map layout using Perlin noise and interior decoration is described here as well.
Generating Procedural Planets
Fusek, Petr ; Polášek, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor's thesis deals with the design and implementation of an easily extensible library for creating generators of procedural planet surfaces. The aim of the library is to enable the use of originally two-dimensional methods of procedural map generation to generate a contextually rich planet surface. The library emphasizes the extensibility and simplicity of working with the generated surface. It allows the user to create and parameterize their own generators and use their own algorithms in them. It also includes an implemented planetary elevation map generator that uses a simplified model of simulating tectonic plate collisions to generate a surface with a topology containing mountains, bays and archipelagos. Such a surface should show visual results closer to reality than the classical approach using procedural noises allows. The library is implemented together with a visualization application presenting the generated surfaces and allowing to set all possible inputs of the generator using the GUI.
Procedural Generation of Cities
Hamerník, Pavel ; Beran, Vítězslav (referee) ; Polok, Lukáš (advisor)
My bachelor thesis covers studying methods of procedural generation of terrains, cities and interiors. First the most common techniques of procedural generation are discussed, then more useable techniques for procedural generation of terrain and cities. With the assistance of these methods and practices i endevour to make a 3D application that simulates generation of world, which consists of terrain and city. Application generates different urban scenes based on input integer value.
Vizualization and Generation of Realistic Tree Models
Pafčo, Tomáš ; Herout, Adam (referee) ; Pečiva, Jan (advisor)
This thesis deals with generation of realistic tree models and theirs real-time visualization. Proposed generating method offers versatile spectrum of variable parameters, so it is able to create particular species of broad-leaved or coniferous trees with relative high amount of authenticity. It is also possible to manage level of details and complexity of tree geometry, which influence the rendering time and amount of frames per second. An OpenSceneGraph, the open-source toolkit, was used to visualization. A demonstrational application was created in C++ to visualize several types of trees on WinXP platform.
Procedural Generation of Voxel Models
Hypeš, Tomáš ; Matýšek, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming language C++ with the use of libraries Boost, SDL and OpenGL.
Procedural City
Dolejška, Daniel ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to implement configurable tool (program), which will be able to build a model of a city. The program uses OpenGL library and principles of procedural generation for model creation. The generation process itself has a number of customizable variables, which have direct impact on the visuals of the models, their complexity and size. Created models can be exported and further modified in almost any 3D graphics software.
Procedural Generation of Cities
Bílý, Kristián ; Kobrtek, Jozef (referee) ; Starka, Tomáš (advisor)
Bachelor thesis is about procedural city generation. It's goal is to design, implement and test application, that is capable of city generation in user's terrain. The work uses L-Systems for generating road network. It also focuses on variation of building models. Final application is capable of city generation. Application properly reacts to user's input. User's input is basic city structure and terrain.
Generating and Rendering of Large Voxel-Based Scenes
Čejchan, Daniel ; Milet, Tomáš (referee) ; Matýšek, Michal (advisor)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
Evolutionary Algorithm-based Procedural Level Generator for a Rogue-like Game
Vegricht, Jan ; Gemrot, Jakub (advisor) ; Zelinka, Mikuláš (referee)
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Vegricht Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Rogue-like games are genre with long tradition in game industry. One significant factor commonly associated with this genre is procedural level generation. The goal of this thesis is to design and implement a level generator for one concrete rogue-like game using evolutionary algorithms as main means of generation. Methods and results are then compared to non-evolutionary alternative algorithms, attempting to generate comparable solutions. The results seem to indicate that while evolutionary algorithms can be used to generate dungeons, practicality of this approach is for the most part limited. Keywords: evolutionary algorithms, procedural generation, constrained optimization, rogue-like
Set of Procedurally Generated Efects
Barvíř, Marek ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
This bachelor thesis deals with creation of a library for procedural generated effects. The paper describes techniques used for creating effects such as: laser, electric arc, energetic shot and shield. The result is a demonstration application which uses designed libraries with pre-prepared scene.

National Repository of Grey Literature : 114 records found   beginprevious82 - 91nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.