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Volumetric Atmospheric Effects Rendering (CROSBI ID 420763)

Ocjenski rad | diplomski rad

Babić, Dean Volumetric Atmospheric Effects Rendering / Mihajlović, Željka (mentor); Zagreb, Fakultet elektrotehnike i računarstva, . 2018

Podaci o odgovornosti

Babić, Dean

Mihajlović, Željka

engleski

Volumetric Atmospheric Effects Rendering

In search of a better and more realistic game environment, graphic designers together with game developers have implemented a new way to render cloudscapes. The standard way of rendering clouds consists of skyboxes with flat textures that follow the player in the scene, and it works well in 3D scenes where the camera is expected to be far away from the clouds. But in open world games where the position of the camera cannot be assumed, skyboxes give a static impression and flat textures can give artifacts. Volumetric clouds are dynamic and look realistic but can also be easily manipulated which is something game designers require. Rendering volumetric clouds is a compute-intensive process which makes it difficult to use in real-time applications. This thesis presents a way of rendering volumetric clouds in Unity by using precalculated 3D cloud textures and real-time shader calculations.

ray marching ; volumetric clouds ; volumetric shading ; real-time rendering

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Podaci o izdanju

44

18.07.2018.

obranjeno

Podaci o ustanovi koja je dodijelila akademski stupanj

Fakultet elektrotehnike i računarstva

Zagreb

Povezanost rada

Računarstvo

Poveznice