Shape Grammar Editor
dc.contributor.advisor | Jaggo, Jaanus, juhendaja | |
dc.contributor.author | Plans, Mathias | |
dc.contributor.other | Tartu Ülikool. Loodus- ja täppisteaduste valdkond | et |
dc.contributor.other | Tartu Ülikool. Arvutiteaduse instituut | et |
dc.date.accessioned | 2023-10-30T12:45:37Z | |
dc.date.available | 2023-10-30T12:45:37Z | |
dc.date.issued | 2023 | |
dc.description.abstract | This thesis presents a new way to generate procedural meshes in Godot games. Two new tools were developed. First, the shape grammar editor that can be used to define parameters for a shape grammar. The grammar rules are defined on a visual representation of the shapes, which makes the designing process of the grammar intuitive. Then, that shape grammar is used in Godot plugin to create meshes in real-time applications. Both tools are built on newly devised algorithms and data structures that handle the topology and geometry of 3D shapes. It is shown that the tools given in the grammar editor are enough to create variable shaped objects. | et |
dc.identifier.uri | https://hdl.handle.net/10062/93845 | |
dc.language.iso | eng | et |
dc.publisher | Tartu Ülikool | et |
dc.rights | openAccess | et |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Procedural generation | et |
dc.subject | shape grammar | et |
dc.subject | formal grammar | et |
dc.subject | generative grammar | et |
dc.subject | CAD | et |
dc.subject | Godot | et |
dc.subject.other | magistritööd | et |
dc.subject.other | informaatika | et |
dc.subject.other | infotehnoloogia | et |
dc.subject.other | informatics | et |
dc.subject.other | infotechnology | et |
dc.title | Shape Grammar Editor | et |
dc.type | Thesis | et |
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