Volumeetrilise udu renderdamine
Kuupäev
2018
Autorid
Ajakirja pealkiri
Ajakirja ISSN
Köite pealkiri
Kirjastaja
Abstrakt
Käesoleva bakalaureusetöö eesmärgiks oli kirjeldada udu füüsikalist käitumist looduses ja koostada algoritm udu implementeerimiseks arvutigraafika rakendustes. Töö raames on koostatud volumeetrilist udu renderdav rakendus Unity mängumootoris. Töös hinnatakse loodud rakenduse jõudlust ning analüüsitakse tulemusi. Samuti tuuakse töös ettepanekuid volumeetrilise udu renderdamise täiustamiseks tulevikus.
The aim of this bachelor’s thesis is to describe the physical behavior of fog in real life and the algorithm for implementing fog in computer graphics applications. An implementation of the volumetric fog algorithm written in the Unity game engine is also provided. The performance of the implementation is evaluated using benchmarks, including an analysis of the results. Additionally, some suggestions are made to improve the volumetric fog render-ing in the future.
The aim of this bachelor’s thesis is to describe the physical behavior of fog in real life and the algorithm for implementing fog in computer graphics applications. An implementation of the volumetric fog algorithm written in the Unity game engine is also provided. The performance of the implementation is evaluated using benchmarks, including an analysis of the results. Additionally, some suggestions are made to improve the volumetric fog render-ing in the future.