Volumeetriliste pilvede renderdamine
Date
2018
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Abstract
Käesolev bakalaureusetöö annab ülevaate erinevatest volumeetriliste pilvede renderdamise tehnoloogiatest. Neist ühte uuritakse lähemalt ning implementeeritakse mängumootoris Unity. Töös kirjeldatakse nii pilvede renderdamiseks kasutatud kiirte marssimise algoritmi kui ka pilvede kuju moodustamist ja valguse arvutamist. Pilvede asukohta ja tüüpi kontrollib protseduuriliselt genereeritud ilma tekstuur. Samuti käsitletakse töös pilvede renderdamise optimeerimist. Töö tulemusena valmib demonstratiivne rakendus, mis renderdab volumeetrilisi pilvi ja nende välimust saab reaalajas parameetrite kaudu muuta.
This bachelor thesis provides an overview of various volumetric cloud rendering technologies. One of which will be studied in detail and implemented in Unity game engine. The thesis describes volumetric cloud rendering algorithm, as well as formation of the cloud shapes and cloud light calculations. Cloud position and shape is controlled by procedurally generated weather texture. Thesis also describes the optimization of the cloud rendering. As a result of the thesis, a demonstration application is built, which renders volumetric clouds. The appearance of the clouds can be changed in real-time by changing the parameters.
This bachelor thesis provides an overview of various volumetric cloud rendering technologies. One of which will be studied in detail and implemented in Unity game engine. The thesis describes volumetric cloud rendering algorithm, as well as formation of the cloud shapes and cloud light calculations. Cloud position and shape is controlled by procedurally generated weather texture. Thesis also describes the optimization of the cloud rendering. As a result of the thesis, a demonstration application is built, which renders volumetric clouds. The appearance of the clouds can be changed in real-time by changing the parameters.