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Dissertations / Theses on the topic 'Terrain generation'

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1

LeMoine, Pierre. "Large Scale Generation of Voxelized Terrain." Thesis, Linköpings universitet, Institutionen för systemteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102761.

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Computer-aided generation of virtual worlds is vital in modern content production. To manuallycreate all the details which todays computers can visualize would be too daunting atask for any number of artists. Procedural algorithms can quickly generate content, but thecontent suffers from being repetitive. Simulation of geological processes produce good resultsbut require a lot of resources. In this report a solution is presented which combines procedural algorithms with geologicalsimulation in the form of erosion. A pre-processing stage generates a heightfield using proceduralnoise which is th
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Oscar, Roosvall. "Procedural Terrain Generation Using Ray Marching." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13664.

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Holst, Hanna. "Avoiding cracks between terrain segments in a visual terrain database." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2828.

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<p>To be able to run a flight simulator a large area of terrain needs to be visualized. The simulator must update the screen in real-time to make the simulation work well. One way of managing large terrains is to tile the area into quadratic tiles to be able to work with different detailed representations of the terrain at different distances from the user. The tiles need to match with the adjacent tiles in the edge points to avoid cracks. When every tile can have a number of different levels of detail this means that the different levels of detail need to match too. This was previously done b
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GAO, YING. "VIRTUAL TERRAIN GENERATION AND GPU BASED RENDERING." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1148322986.

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Andereck, Michael. "Procedural Terrain Generation Based on Constraint Paths." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1388357258.

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Furtado, Henrique. "Procedural Generation of Volumetric Data for Terrain." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260320.

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A procedural method is proposed to generate volumetric data for terrain using a surface height map and information about materials as input. In contrast to previous explored methods this approach takes advantage of the extensive research on surface terrain generation by adapting the material layers to the topology of the input terrain. The method allows the user to specify materials as stratified or eroded, which are generated differently: stratified materials are stacked to generate material layers while eroded materials accumulate on even terrain. We compare a thermal erosion method and an o
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Kulikov, Vitaliy Y. (Vitaliy Yurievich) 1981. "Building model generation project : generating a model of the MIT campus terrain." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28428.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.<br>Includes bibliographical references (leaves 99-100).<br>Possession of a complete, automatically generated and frequently updated model of the MIT campus leads the way to many valuable applications, ranging from three-dimensional navigation to virtual tours. In this thesis, we present a set of application tools for generating a properly labeled, well-structured three-dimensional model of the MIT campus terrain from a set of geographical and topographical plans. In particular,
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Dupont, Stéphane. "Generation de modeles numeriques de terrain par interferometrie ros." Nice, 1997. http://www.theses.fr/1997NICE5121.

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Ce manuscrit traite de la generation de mnt (modeles numeriques de terrain) par interferometrie ros (radar a ouverture de synthese). Apres un rappel sur les principes de l'imagerie radar et de l'interferometrie est proposee l'integration d'une chaine de production de mnt interferometriques. Pour chaque etape de cette chaine, c'est-a-dire le deroulement de phase, le calage geometrique et la restitution, les principaux algorithmes existants sont presentes ainsi que des methodes originales. Cette chaine de production est maintenant operationnelle. L'etendue et la diversite des zones traitees a pe
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Arnoldsson, Anton. "A Study on Controllability for Automatic Terrain Generators." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20124.

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Procedural Content Generators (PCG) typically excel at generating a large amount of content in a short period of time. Whilst this is making PCG very applicable for the game industry, simplistic implementations of PCG lack in Usability whereas complex implementations of PCG lack in Controllability. The purpose of this study is therefore to deepen our understanding on the correlation between Controllability and Usability in algorithmic generators that utilizes a generic and constructive approach to generate terrain in games.Furthermore the findings in this study can be used in the field of proc
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Saunders, Ryan L. "Terrainosaurus: realistic terrain synthesis using genetic algorithms." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4892.

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Synthetically generated terrain models are useful across a broad range of applications, including computer generated art & animation, virtual reality and gaming, and architecture. Existing algorithms for terrain generation suffer from a number of problems, especially that of being limited in the types of terrain that they can produce and of being difficult for the user to control. Typical applications of synthetic terrain have several factors in common: first, they require the generation of large regions of believable (though not necessarily physically correct) terrain features; and second, wh
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Graniela, Benito. "Harmony an architecture for network centric heterogeneous terrain database re-generation." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4768.

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This research investigated an alternative modeling and simulation terrain database generation paradigm that rapidly harmonizes changes target formats throughout a distributed simulation system while accommodating bandwidth and processing time limitations. This dissertation proposes a "distributed partial bi-directional terrain database re-generation" paradigm, which envisions network based terrain database updates between reliable partners. The approach is very attractive as it reduces the amount of processing and bandwidth required to distribute locally emergent changes throughout a distribut
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Xu, Kai. "Database support for multi-resolution terrain models /." St. Lucia, Qld, 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe17869.pdf.

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Grelsson, David. "Tile Based Procedural Terrain Generation in Real-Time : A Study in Performance." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5409.

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Context. Procedural Terrain Generation refers to the algorithmical creation of terrains with limited or no user input. Terrains are an important piece of content in many video games and other forms of simulations. Objectives. In this study a tile-based approach to creating endless terrains is investigated. The aim is to find if real-time performance is possible using the proposed method and possible performance increases from utilization of the GPU. Methods. An application that allows the user to walk around on a seemingly endless terrain is created in two versions, one that exclusively utiliz
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Sahlin, Jesper, and Victor Olsson. "A Smart Terrain based model for generating behavioural patterns." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20441.

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I denna uppsats kommer vi att presentera en modell vars syfte är att generera beteende-mönster för rollfigurer i digitala spel. Spelgenren rollspel (eng. Role-playing games) placerarspelaren i en värld fylld av fantastiska monster och modiga hjältar. I ett sådant spel ärde goda karaktärerna minst lika viktiga som de ondskefulla varelser som spelaren kämparmot. Hur ser livet ut för en spelkaraktär när den inte hjälper spelaren på dess äventyr? Dekanske lever som fiskare på havet eller som bönder ute på fältet. Mer troligt är att de bori en by tillsammans med en massa andra spännande karaktärer.
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Bishop, Jacob L. "Search Pattern Generation and Path Management for Search over Rough Terrain with a Small UAV." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2275.

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Search operations can be described by the interaction between three entities: the target, the sensor, and the environment. Past treatments of the search problem have focused primarily on the interaction between the sensor and the target. The effects that the environment has on the target and sensor have been greatly simplified or ignored completely. The wilderness search and rescue scenario is one case in which these interactions cannot be safely ignored. Using the wilderness search and rescue problem as our motivating example, we develop an algorithm for planning search paths for a small unma
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Dunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.

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Open-world video games give players a large environment to explore along with increased freedom to navigate and manipulate that environment. These requirements pose several problems that must be addressed by a game's graphics engine. Often there are a large number of visible objects, such as all of the trees in a forest, as well as objects comprised of large amounts of geometry, such as terrain. An open-world graphics engine must be able to render large environments at varying levels of detail and smoothly transition between detail levels to provide a believable experience. Often this involves
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Farley, McKay T. "Fast Spheroidal Weathering with Colluvium Deposition." BYU ScholarsArchive, 2011. https://scholarsarchive.byu.edu/etd/2746.

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It can be difficult to quickly and easily create realistic sandstone terrain. Film makers often need to generate realistic terrain for establishing the setting of their film. Many methods have been created which address terrain generation. One such method is using heightmaps which encode height as a gray-value in a 2d image. Most terrain generation techniques don't admit concavities such as overhangs and arches. We present an algorithm that operates on a voxel grid for creating 3d terrain. Our algorithm uses curvature estimation to weather away the terrain. We speed up our method using a cachi
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Young, III James Russell. "An Evaluation of DEM Generation Methods Using a Pixel-Based Landslide Detection Algorithm." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/104863.

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The creation of landslide inventories is an important step in landslide susceptibility mapping, and automated algorithms for landslide detection will increasingly be relied upon as part of the mapping process. This study compares the effects of three different DTM generation methods on a pixel-based landslide detection algorithm developed by Shi et al. (2018) using a set of landslide-prone study areas in Pierce County, Washington. Non-parametric statistical analysis demonstrated that false-positive and false-negative rates were significantly different between DTM generation methods, showing th
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Reeves, Debra. "Negotiating the terrain of higher learning: Second-generation Cambodian American students in pursuit of postsecondary education." Scholarly Commons, 2005. https://scholarlycommons.pacific.edu/uop_etds/2517.

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A qualitative collective case study explored variables that had an effect on decisions to pursue postsecondary education for twelve Cambodian Americans; the meanings they ascribed to engagement in the postsecondary educational process; factors that had an influence on selection of an institute of higher education; and self-described challenges and efforts to overcome challenges in the educational process. Results indicate Cambodian refugee parents supported their children's educational aspirations and nine of twelve respondents are currently engaged in or plan higher education, and one respond
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Olsson, Fredrik, and Magnus Nyqvist. "Automated generation of waypoints : for pathfinding in a static environment." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18324.

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Video game characters must almost always be able to travel from point A to point B and this task can be solved in various ways. There exist grid maps, waypoints, mesh navigation and hierarchical techniques to solve this problem. On randomly generated terrain we make use of automatically generated waypoints to solve pathfinding queries. The waypoints are connected by edges to create a waypoint graph and the graph can be used in real time pathfinding for a single agent in a static environment. This is done by finding the vertices of the blocked triangles from the terrain and place a waypoint on eac
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Short, Nathaniel Jackson. "3-D Point Cloud Generation from Rigid and Flexible Stereo Vision Systems." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/36426.

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When considering the operation of an Unmanned Aerial Vehicle (UAV) or an Unmanned Ground Vehicle (UGV), such problems as landing site estimation or robot path planning become a concern. Deciding if an area of terrain has a level enough slope and a wide enough area to land a Vertical Take Off and Landing (VTOL) UAV or if an area of terrain is traversable by a ground robot is reliant on data gathered from sensors, such as cameras. 3-D models, which can be built from data extracted from digital cameras, can help facilitate decision making for such tasks by providing a virtual model of the surroun
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Hnaidi, Houssam. "Contrôle dans la génération de formes naturelles." Thesis, Lyon 1, 2010. http://www.theses.fr/2010LYO10139.

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La génération de formes naturelles a été le sujet de nombreuses recherches depuis plusieurs années. Plusieurs méthodes ont été proposées afin de générer des objets naturels et réalistes tels que des terrains, des plantes et arbres, des nuages, etc. Les modèles itératifs sont très connus dans ce domaine de recherche grâce à leur capacité à générer des formes rugueuses et complexes qui sont adaptées à la représentation d’objets naturels. L’inconvénient majeur de tels modèles est le manque de contrôle sur le résultat final. Ce dernier peut venir de la méthode de construction stochastique interdis
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Leo, Christian, and Oskar Hansen. "Spherical Terrains Compared : A Standardized Performance Comparison Between Heightmaps and Marching Cubes." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21757.

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Background. Games are becoming increasingly large, and that includes space games. They require new features to be developed and planets to be generated. Heightmap- and marching cubes-algorithms, allow for the generation of spherical objects and planets when adapted. With the help of noise and these algorithms,spherical terrains are created in this project the performance of the individual solutions is measured. Objectives. It is the scope of this project to implement two planet generators, one based on heightmap technology and another based on the marching cube algorithm.These are then compare
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Gasch, García Cristina. "Procedural Generation of Natural Environments." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.

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The video games, simulators and virtual reality industry increasingly demands more complex and realistic natural environments, which makes manual generation difficult. To solve it, procedural techniques have been developed, but the lack of control of the result is a problem. In addition, these environments need real-time visualization techniques that allow managing the result. The main objective of this thesis is to present several methods to control the result of procedural generation and improve its visualization. On the one hand, a noise-based procedural terrain generation method is present
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Brodd, Adam, and Andreas Eriksson. "User perception on procedurally generated cities affected with a heightmapped terrain parameter." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18491.

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Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand.Objectives: The procedural generation of both a city and height-mapped terrain parameter using Perlin noise and the terrain parameters effect on the city is explored in this thesis. The objective is to find out if a procedurally generated city with a heightmap parameter using Perlin n
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Parborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.

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This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting
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Hernandez, Vilchis Nofret Berenice. "Etre journaliste en Palestine. : Esquisse d'une profession dans un terrain en conflit." Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM3018.

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Cette enquête a pour objectif d’exposer le développement du journalisme palestinien et les conditions actuelles du travail des journalistes palestiniens. Plusieurs questions ont motivé cette recherche. Est-il possible de faire du journalisme dans un contexte marqué par la violence physique et psychologique ? Est-il possible pour un journaliste palestinien de faire un travail « objectif » et professionnel dans un tel contexte ? Les journalistes palestiniens rencontrent-ils plus de difficultés pour réaliser leur travail ? Quel type d‘institutions sont chargées de la protection des journalistes d
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Heiding, John. "Increasing Phenotype Diversity In Terrain Generation Using Fourier Transform : Implementation of Fourier transform as an intermediate phenotype for genetic algorithms." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18981.

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Context. Creating resources for games and 3D environments is an effort consuming process. Some are looking to procedural algorithms to aid in this endeavour but the effort to configure the algorithms can be time consuming in itself. This paper will continue from a set of papers written by Frade et al. where they surrender the process of configuration to the algorithm by using genetic optimization together with a set of fitness functions. This is then tested on procedural generation of height maps.Objectives. The original algorithm utilizes a tree of functions that generates height maps using g
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Čejchan, Daniel. "Generování a zobrazování rozsáhlých voxelových scén." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399205.

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This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
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Genevaux, Jean-David. "Représentation, modélisation et génération procédurale de terrains." Thesis, Lyon 2, 2015. http://www.theses.fr/2015LYO22013/document.

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Cette thèse (qui a pour intitulé "Représentation, modélisation et génération procédurale de terrains") a pour cadre la génération de contenus numériques destinés aux films et aux jeux-vidéos, en particulier les scènes naturelles. Nos travaux visent à représenter et à générer des terrains. Nous proposons, en particulier, un nouveau modèle de représentation qui s'appuie sur un arbre de construction et qui va permettre à l'utilisateur de manipuler des morceaux de terrain de façon intuitive. Nous présentons également des techniques pour visualiser ce modèle avec un maximum d'efficacité. Enfin nous
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Pech, Thomas Joel. "A Deep-Learning Approach to Evaluating the Navigability of Off-Road Terrain from 3-D Imaging." Case Western Reserve University School of Graduate Studies / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=case1496377449249936.

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Lautakoski, Johan. "Procedurell generering av terräng Perlin noise eller Diamond-Square : med fokus på exekveringstid och framkomlighet." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12940.

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Tell, Noah, and Anton Thun. "An approach of using Delaunay refinement to mesh continuous height fields." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208391.

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Delaunay refinement is a mesh triangulation method with the goal of generating well-shaped triangles to obtain a valid Delaunay triangulation. In this thesis, an approach of using this method for meshing continuous height field terrains is presented using Perlin noise as the height field. The Delaunay approach is compared to grid-based meshing to verify that the theoretical time complexity O(n log n) holds and how accurately and deterministically the Delaunay approach can represent the height field. However, even though grid-based mesh generation is faster due to an O(n) time complexity, the f
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Zanella, Alain. "Surpression de fluides et fracturation de roches mères en différents contextes tectoniques : modélisation analogique et exemples de terrain." Phd thesis, Université Rennes 1, 2013. http://tel.archives-ouvertes.fr/tel-00980281.

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L'étude des surpressions de fluide et de fracturation hydraulique des roches mères peut nous renseigner sur les mécanismes de génération qui en sont à l'origine. Ces dernières années, l'intérêt pour ces phénomènes s'est largement accru, notamment sous l'influence des sociétés pétrolières qui exploitent les ressources non-conventionnelles au cœur des problèmes énergétiques actuels. Dans ce travail de thèse, nous avons choisi deux approches différentes pour l'étude de ces mécanismes : (1) des exemples de cas géologiques naturels, et (2) le développement de la modélisation analogique. Ainsi, nous
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Carli, Daniel Michelon de. "GERAÇÃO PROCEDURAL DE CENÁRIOS 3D DE CÂNIONS COM FOCO EM JOGOS DIGITAIS." Universidade Federal de Santa Maria, 2012. http://repositorio.ufsm.br/handle/1/5394.

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This Master s thesis proposes a non-assisted procedural method for 3D canyons scenes generation based on techniques of computer graphics, computer vision and graph search algorithm. In order to define all the features to be reproduced in our scenes, we have analyzed several images of real canyons and have categorized them in two canyon features models: a recursive and an ordinary one. The proposed approach manipulates a heightmap, created using Perlin noise, in order to imitate the geological features formation previously analyzed. Several parametrizations are used to guide and constraint the
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Mederly, Peter. "Tvorba hudby počítačem." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237019.

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The main goal of this thesis is the analysis, design and implementation of a new system, which would be able to generate music in real-time, based on terrain data or any raster image. The thesis deals with history of development of various attempts to formalize musical composition and presents contemporary approaches to its algorithmic creation. Technique of constraint programming is explored as well, because it is suitable also for automatic composition, and it is a part of implemented solution. Application components (interface, generator, music core and sound unit) and their interactions ar
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Nilsson, Mikael, and Patrik Magnusson. "Half Acute : Spelprojekt till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-51581.

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I denna rapport kommer vi att beskriva vår process för att utveckla ett spelprojekt som vårt examensarbete genom att vara med och tävla i Sveriges största spelutvecklartävling för studenter, Swedish Game Awards. Spelet handlar om personen Kurt, som har bestämt sig för att ge sig ut för att rädda efter sin kidnappade hund.   I denna rapport förklarar vi hur vi gick tillväga när vi fortsatte utvecklingen av ett spel samt vilka verktyg och metoder vi använde för att fullborda uppgiften, både genom de krav som ställdes från Swedish Game Awards och de krav vi bestämde själva. Vi beskriver de motgån
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Wells, William David. "Generating enhanced natural environments and terrain for interactive combat simulations (GENETICS) /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Sep%5FWells%5FPhD.pdf.

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Thesis (Ph.D. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, September 2005.<br>Thesis Advisor(s): Rudolph Darken. Includes bibliographical references (p. 141-147). Also available online.
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Wells, William D. "Generating enhanced natural environments and terrain for interactive combat simulations (GENETICS)." Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/10052.

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Virtual battlefields devoid of vegetation deprive soldiers of valuable training in the critical aspects of terrain tactics and terrain-based situational awareness, but creating realistic landscapes by hand is notoriously expensive; requiring both proprietary tools and trained artists, hampering rapid scenario generation and limiting reuse. GENETICS is a new object placement scheme where the arduous task of placing vegetation objects is reduced to finding readily-available source data and setting a few parameters. Our approach constructs large-scale natural environments at run-time using
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Sandikkaya, Mustafa Abdullah. "Prochaine generation paneuropéennes équations de prédiction de mouvements de terrains pour les paramêtres de ingénierie." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENU008/document.

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Cette étude présente tout d'abord la récente banque de données fort mouvement pan-européen qui est mis à jour et la version étendue de bases de données paneuropéennes précédentes. Les métadonnées relatives est soigneusement compilé et réévalué. La base de données est conforme aux normes élevées pour être des ressources de la communauté paneuropéenne de génie parasismique. Ensuite, une étude empirique non linéaire place amplification modèle, fonction de la moyenne en fonction du temps de la plus haute 30m profil de vitesse des ondes de cisaillement et l'accélération maximale du sol sur le roc,
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41

Najahi, Yakin. "Urbis Terram - Designing and Implementing a Procedural City Generation Tool for Unity3D Game Engine." Digital WPI, 2017. https://digitalcommons.wpi.edu/etd-theses/398.

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The use of procedural content generation is becoming more and more popular in the video game industry. With games such as Minecraft or No Man’s Sky we have seen the potential of PCG in video game creation but also its challenges. In fact, while the processing power and memory capabilities of our machines are unceasingly growing, human capability for content creation doesn’t seem to be able to follow the same pace. Game developers had then to come up with several techniques and methods that will help them generate lots of content for their games while still keeping a certain level of contro
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42

Okabe, Shu. "Modèles faiblement supervisés pour la documentation automatique des langues." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG091.

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Face à la menace d'extinction de la moitié des langues parlées aujourd'hui d'ici la fin du siècle, la documentation des langues est un domaine de la linguistique notamment consacré à la collecte, annotation et archivage de données. Dans ce contexte, la documentation automatique des langues vise à outiller les linguistes pour faciliter différentes étapes de la documentation, à travers des approches de traitement automatique du langage.Dans le cadre du projet de documentation automatique CLD2025, cette thèse s'intéresse principalement à deux tâches : la segmentation en mots, identifiant les fron
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Camozzato, Daniel. "A method for growth-based procedural floor plan generation." Pontifícia Universidade Católica do Rio Grande do Sul, 2015. http://hdl.handle.net/10923/7579.

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Made available in DSpace on 2015-09-18T02:06:38Z (GMT). No. of bitstreams: 1 000474948-Texto+Completo-0.pdf: 3093555 bytes, checksum: 642bceeeff1c8a8e64eadc61416e65a5 (MD5) Previous issue date: 2015<br>We present a procedural method to create floor plans considering user-provided requisites as well as the constraint of a building’s exterior walls. First, a grid is created in the available space. Then, each room is placed to occupy a single cell in the grid, and subsequently expanded, occupying adjacent cells to achieve its final size. This growth-based approach can generate different interio
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CAZZANIGA, ILARIA. "Processing and analysis of latest generation satellite data for monitoring optically complex waters." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2019. http://hdl.handle.net/10281/241143.

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Le acque interne sono una risorsa fondamentale ed estremamente sensibile ai cambiamenti climatici e per questo sono state inserite nella lista delle Essential Climate Variables. La necessità di un loro monitoraggio è sottolineata da diversi progetti e da direttive come l’europea Water Frame Directive (WFD). Le tecniche di telerilevamento per il monitoraggio delle acque si sono diffuse negli ultimi decenni come uno strumento di supporto alle misure limnologiche. La grandezza fisica usata per derivare le mappe di parametri di qualità delle acque (WQP), come la concentrazione di clorofilla-a (ch
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Oliveira, Péricles Silva de, and 21-98498-9543. "Generation and Ranking of Candidate Networks of Relations for Keyword Search over Relational Databases." Universidade Federal do Amazonas, 2017. http://tede.ufam.edu.br/handle/tede/5806.

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Submitted by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-22T19:40:10Z No. of bitstreams: 2 Tese - Péricles Silva de Oliveira.pdf: 1875380 bytes, checksum: 014ba89b7fe1929a1461c9d8d3959416 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2017-08-22T19:40:26Z (GMT) No. of bitstreams: 2 Tese - Péricles Silva de Oliveira.pdf: 1875380 bytes, checksum: 014ba89b7fe1929a1461c9d8d3959416 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b2
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46

Sestito, Benedetta. "The Southern Annular Mode: air-sea interaction and its representation in the last generation climate models." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022.

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La Southern Annular Mode (SAM) è il modo di variabilità dominante dell'Emisfero Australe extratropicale, definito come la prima funzione ortogonale empirica del geopotenziale a 500 hPa e caratterizzato da un pattern di anomalie del campo di pressione al livello del mare di polarità opposta sull'Antartide e alle medie latitudini. I meccanismi dietro a questo modo di variabilità sono un argomento di crescente interesse per via del trend positivo che la SAM ha mostrato negli ultimi decenni, ricondotto all'aumento di concentrazioni di gas serra e alla riduzione di ozono stratosferico. Comprendere
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47

Elementi, Marco <1978&gt. "Assimilation of Meteosat Second Generation (MSG) satellite data in a regional numerical weather prediction model using a one-dimensional variational approach." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/443/1/Tesi_Dottorato_Marco_Elementi.pdf.

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The quality of temperature and humidity retrievals from the infrared SEVIRI sensors on the geostationary Meteosat Second Generation (MSG) satellites is assessed by means of a one dimensional variational algorithm. The study is performed with the aim of improving the spatial and temporal resolution of available observations to feed analysis systems designed for high resolution regional scale numerical weather prediction (NWP) models. The non-hydrostatic forecast model COSMO (COnsortium for Small scale MOdelling) in the ARPA-SIM operational configuration is used to provide background field
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48

Elementi, Marco <1978&gt. "Assimilation of Meteosat Second Generation (MSG) satellite data in a regional numerical weather prediction model using a one-dimensional variational approach." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2007. http://amsdottorato.unibo.it/443/.

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The quality of temperature and humidity retrievals from the infrared SEVIRI sensors on the geostationary Meteosat Second Generation (MSG) satellites is assessed by means of a one dimensional variational algorithm. The study is performed with the aim of improving the spatial and temporal resolution of available observations to feed analysis systems designed for high resolution regional scale numerical weather prediction (NWP) models. The non-hydrostatic forecast model COSMO (COnsortium for Small scale MOdelling) in the ARPA-SIM operational configuration is used to provide background field
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49

Menšík, Jakub. "Zobrazování voxelových scén pomocí ray tracingu v reálném čase." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445579.

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The aim of this work was to create a program to visualize voxel scenes in real time using ray tracing. It included the study of various methods of such a rendering with a focus on shadows. The solution was created using Unity engine and experimental packages Unity Jobs and Burst. The thesis presents multiple ray tracing passes and SVGF technique, that is used to turn a noisy input into full edge-preserving image. The final program is able to render hard shadows, soft shadows, and ambient occlusion at speed of fifty frames per second.
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50

Niu, Ning. "Tasting and Touring: Chinese Consumers’ Experiences with Wine Tourism." Thesis, The University of Sydney, 2023. https://hdl.handle.net/2123/29889.

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This study examines the economic, cultural and environmental complexities of wine tourism between China and Australia. It presents an interpretation, in the context of larger social and political influences, of wine consumption and tourism by Chinese consumers/tourists and its links to culture, capital, gender, generation and sustainability. The project uses qualitative research and analyses fieldwork data in the Australian wine regions, interviews with Australian wine experts, tourism professionals and Chinese consumers/tourists. It is a data-based, culturally-engaged and economically-concern
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