Repozytorium PJATK

Voxel Based Terrain Simulation in Unity 3D

Repozytorium Centrum Otwartej Nauki

Pokaż uproszczony rekord

dc.contributor.author Góralczyk, Jakub
dc.date.accessioned 2023-06-02T11:20:29Z
dc.date.available 2023-06-02T11:20:29Z
dc.date.issued 2023-06-02
dc.identifier.issn 2023/I/XR/8
dc.identifier.uri https://repin.pjwstk.edu.pl/xmlui/handle/186319/2813
dc.description.abstract This thesis aims to summarise the theory and implementation of voxel generation and give real-world demonstrations of these concepts in Unity (ver. 2022.12). Both simulations and video games can use Voxels for terrain representation. A great real-world example of this is Minecraft[3] which uses Voxels for world visualization. World creation can be based on a Voxel grid with the combination of Perlin noise[16] that allows for the automation of the procedural map generation process. Furthermore, the noise allows us to specify what will happen based on their values to create procedural generation. These advanced techniques include chunking[19], and meshing, to demonstrate an efficient way for procedural map generation. This project aims to create a 3D Terrain based on Perlin noise with different types of voxels and associated biomes. The concept described and presented are intended to showcase the majority of the author’s thought process and research required to deliver these concepts. pl_PL
dc.language.iso en pl_PL
dc.relation.ispartofseries ;Nr 7335
dc.subject Voxel pl_PL
dc.subject Unity pl_PL
dc.subject Computer Graphics pl_PL
dc.subject 3D pl_PL
dc.subject Procedural Terrain pl_PL
dc.subject Perlin Noise Generation pl_PL
dc.title Voxel Based Terrain Simulation in Unity 3D pl_PL
dc.type Thesis pl_PL


Pliki tej pozycji

Plik Rozmiar Format Przeglądanie

Nie ma plików powiązanych z tą pozycją.

Pozycja umieszczona jest w następujących kolekcjach

Pokaż uproszczony rekord

Szukaj


Szukanie zaawansowane

Przeglądaj

Moje konto