Modeling, Evaluation, Editing, and Illumination of Three Dimensional Mazes and Caves for Computer Games DISSERTATION Presented I
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Texturing & Modeling: a Procedural Approach
TEXTURING & MODELING A Procedural Approach third edition Team LRN The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling Series Editor: Brian A. Barsky, University of California, Berkeley Texturing & Modeling: A Procedural Approach, Andrew Glassner’s Notebook: Third Edition Recreational Computer Graphics David S. Ebert, F. Kenton Musgrave, Darwyn Andrew S. Glassner Peachey, Ken Perlin, and Steven Worley Warping and Morphing of Graphical Objects Geometric Tools for Computer Graphics Jonas Gomes, Lucia Darsa, Bruno Costa, and Luiz Philip Schneider and David Eberly Velho Understanding Virtual Reality: Jim Blinn’s Corner: Dirty Pixels Interface, Application, and Design Jim Blinn William Sherman and Alan Craig Rendering with Radiance: Jim Blinn’s Corner: Notation, Notation, Notation The Art and Science of Lighting Visualization Jim Blinn Greg Ward Larson and Rob Shakespeare Level of Detail for 3D Graphics: Introduction to Implicit Surfaces Application and Theory Edited by Jules Bloomenthal David Luebke, Martin Reddy, Jonathan D. Cohen, Amitabh Varshney, Benjamin Watson, and Robert Jim Blinn’s Corner: Huebner A Trip Down the Graphics Pipeline Jim Blinn Digital Video and HDTV Algorithms and Interfaces Interactive Curves and Surfaces: Charles Poynton A Multimedia Tutorial on CAGD Alyn Rockwood and Peter Chambers Pyramid Algorithms: A Dynamic Programming Approach to Curves and Surfaces for Wavelets for Computer Graphics: Geometric Modeling Theory and Applications Ron Goldman Eric J. Stollnitz, Tony D. DeRose, and David H. Salesin Non-Photorealistic Computer Graphics: Modeling, Rendering, and Animation Principles of Digital Image Synthesis Thomas Strothotte and Stefan Schlechtweg Andrew S. Glassner Curves and Surfaces for CAGD: A Practical Guide, Radiosity & Global Illumination Fifth Edition François X. -
Realtime Library for Procedural Generation and Rendering of Terrains
Charles University in Prague Faculty of Mathematics and Physics MASTER THESIS Martin Kahoun Realtime library for procedural generation and rendering of terrains Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Jan Hor´aˇcek Study programme: Computer science Specialization: Software systems Prague 2013 I would like to express my gratitude to my supervisor, Mgr. Jan Hor´aˇcek, for his support, availability, help and guidance. Many thanks to my family and friends for their support and never ending patience. Very special thanks to my girlfriend who has had the patience with me and supported me to get this work done. I declare that I carried out this master thesis independently, and only with the cited sources, literature and other professional sources. I understand that my work relates to the rights and obligations under the Act No. 121/2000 Coll., the Copyright Act, as amended, in particular the fact that the Charles University in Prague has the right to conclude a license agreement on the use of this work as a school work pursuant to Section 60 paragraph 1 of the Copyright Act. In Prague, August 2, 2013 Martin Kahoun N´azev pr´ace: Realtime library for procedural generation and rendering of terrains Autor: Bc. Martin Kahoun Katedra: Kabinet software a v´yuky informatiky Vedouc´ıdiplomov´epr´ace: Mgr. Jan Hor´aˇcek, KSVI Abstrakt: Techniky procedur´aln´ıho generov´an´ıgrafick´eho obsahu zaˇzily za po- sledn´ıch tˇricet let ˇsirok´eho uˇzit´ı. Jedn´ase o st´ale aktivn´ı oblast v´yzkumu s ap- likacemi v 3D modelovac´ımsoftware, videohr´ach a filmech. -
Fluid Flow Modelling in Houdini
Fluid Flow Modelling in Houdini Oleksandr Holub, Mykhailo Moiseienko[0000-0002-4945-202X] and Natalia Moiseienko[0000-0002-3559-6081] Kryvyi Rih State Pedagogical University, 54 Gagarin Ave., Kryvyi Rih, 50086, Ukraine [email protected] Abstract. The modern educational environment in the field of physics and information technology ensures the widespread use of visualization software for successful and deep memorization of material. There are many software for creating graphic objects for presentations and demonstrations, the most popular of which were analyzed. The work is devoted to the visualization of liquids with different viscosity parameters. The article describes the development of a fluid model in the form of a particle stream. The proposed methodology involves using the Houdini application to create interactive models. The developed model can be used in the educational process in the field of information technology. Keywords: Fluid Flow, Modelling, Houdini. 1 Introduction Computer graphics today is one of the main directions of information technologies, that develops most stormily. By means of computer graphics it is possible to do visible or visualize such phenomena and processes that cannot be seen in reality, it is possible to create evident character of that in actual fact has (for example, effects of theory of relativity, conformity to law of numerical rows and others like that) unobvious [1; 9]. Scientific visualization that sometimes is briefly named by SciVis is graphic representation of data as to the means for a study and understanding of data. Sometimes such method is named the visual analysis of data. It allows to the researcher to get an idea about the system that is studied, before by impossible methods.