Simulátor 3D terénu

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Authors

Krpec, Jaromír

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Vysoká škola báňská - Technická univerzita Ostrava

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Abstract

This work is dealed with procedural generation of terrain surface. The key is study of basic algorithms for generation, edit and rendering terrain. Main part of this work is deal with options of generation random terrain, also description selected optimalization algorithms for speed up rendering of scene. All from these algorithms was implemented for testing by user. At the end I have presented processes, which show how is possible to optimalize result scene and speed up rendering. The part of this work is also an application where I implemented described algorithms. The application can be used as an applet in the web browser.

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Import 29/09/2010

Subject(s)

terrain, OpenGL, JOGL, Quad-tree, Frustum culling, OBJ, skydome, procedural texture generation, lighmapping, multitexturing

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