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Procedural Modeling of Rocks
Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
2015 (English)Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Gaming and other virtual environments are a big part of today's society, but manual modeling of terrains used in such environments can be a lengthy and tedious process. This thesis serves to explore a few methods of procedurally generating models of rocks or boulders that could be used in such contexts. This includes geometry and shading. A couple of different methods are explored. Sphere inflation, inspired by a classic sphere modeling method, involves "inflating" a base mesh (usually a platonic solid) to grow towards the boundaries of a sphere using an iterative subdivision approach, halting at a predetermined level of iteration. The second approach, recursive subdivision of segmented edges, involves dividing a base mesh into edge segments based on a predefined segment size, subdividing a polygon with pre-segmented edges with a recursive subdivision method based on the sphere inflation subdivision scheme. The segmented edges method is followed by a corner cutting step to "carve" the base mesh into a shape approaching a rock. The segmented edge method was not successfully finished within due time, but the sphere inflation method shows promise in generating fairly believable rock models. The shading includes GLSL based fragment and vertex shaders employing a Perlin noise based procedural granite 3D texture.

Place, publisher, year, edition, pages
2015. , 41 p.
Series
IT, 15024
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:uu:diva-254208OAI: oai:DiVA.org:uu-254208DiVA: diva2:817559
Supervisors
Examiners
Available from: 2015-06-05 Created: 2015-06-05 Last updated: 2015-06-05Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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Output format
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