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Title:Generiranje 3D svetov s proceduralnimi algoritmi
Authors:ID Krivec Cvetkovič, Jan (Author)
ID Črepinšek, Matej (Mentor) More about this mentor... New window
Files:.pdf VS_Krivec_Cvetkovic_Jan_2024.pdf (2,61 MB)
MD5: 77632FC8DF39EEAECD5F4B3A6468516E
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V diplomskem delu raziskujemo različne metode za generiranje 3D-svetov. Na začetku se osredotočamo na pomembnost in zgodovino proceduralnega generiranja. Opišemo različne priljubljene algoritme in pristope v sklopu proceduralnega ustvarjanja svetov. Dodatno tudi podrobneje razložimo algoritme, uporabljene v svoji implementaciji. Zatem predstavimo svoj program za generiranje 3D-svetov, narejen v Unityju. Osredotočimo se na korake in pristope za generiranje biomov, višinskih zemljevidov, vasi in postavitev objektov na terenu. Ob koncu pridobljene rezultate analiziramo in predlagamo potencialne izboljšave za prihodnja dela.
Keywords:proceduralno generiranje, Perlinov šum, Voronojev diagram
Place of publishing:Maribor
Publisher:[J. Krivec Cvetkovič]
Year of publishing:2024
PID:20.500.12556/DKUM-87178 New window
UDC:004.343:004.94(043.2)
COBISS.SI-ID:216989187 New window
Publication date in DKUM:08.08.2024
Views:423
Downloads:72
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC 4.0, Creative Commons Attribution-NonCommercial 4.0 International
Link:http://creativecommons.org/licenses/by-nc/4.0/
Description:A creative commons license that bans commercial use, but the users don’t have to license their derivative works on the same terms.
Licensing start date:29.02.2024

Secondary language

Language:English
Title:3D world generation with procedural algorithms
Abstract:In this thesis we research various methods for generating 3D worlds. We first take a look at the importance and history of procedural generation. We describe different popular algorithms and approaches for the procedural creation of worlds. In greater detail we explain the algorithms specifically used in out implementation. Afterwards we present our program for generating 3D worlds, created in Unity. We focus on our steps and approaches for generating biomes, heightmaps, villages and the placement of objects on terrain. Finally we analize our results and propose potential improvements for future works.
Keywords:procedural generation, Perlin noise, Voronoi diagram


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