Národní úložiště šedé literatury Nalezeno 2 záznamů.  Hledání trvalo 0.01 vteřin. 
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (oponent) ; Matýšek, Michal (vedoucí práce)
This document describes my implementation of a volumetric terrain that can be modified in real time. The data structure used for storage of the volume is a bit field - there is no need to store the terrain material, therefore one bit per sample is sufficient. The texture is derived from the slope of the terrain. To visualize the terrain, its mesh surface is obtained first using the Marching cubes algorithm and then visualized with the use of the graphics pipeline. Both the terrain and the textures are generated procedurally. To make the surface more irregular, tessellation with displacement mapping is used. Finer detail is added by bump mapping. Dynamic shadows are obtained by Shadow mapping.
Real-Time Volumetric Terrain Rendering
Koblížek, Aleš ; Kobrtek, Jozef (oponent) ; Matýšek, Michal (vedoucí práce)
This document describes my implementation of a volumetric terrain that can be modified in real time. The data structure used for storage of the volume is a bit field - there is no need to store the terrain material, therefore one bit per sample is sufficient. The texture is derived from the slope of the terrain. To visualize the terrain, its mesh surface is obtained first using the Marching cubes algorithm and then visualized with the use of the graphics pipeline. Both the terrain and the textures are generated procedurally. To make the surface more irregular, tessellation with displacement mapping is used. Finer detail is added by bump mapping. Dynamic shadows are obtained by Shadow mapping.

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