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Showing result 1 - 5 of 7 essays matching the above criteria.

  1. 1. Dynamic Real-Time Fire Propagation for Networked Multiplayer Games

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Author : Iris Kotsinas; Viktor Tholén; [2022]
    Keywords : fire simulation; fire propagation; fire; game system; real-time; dynamic system; multiplayer games;

    Abstract : Simulating fire propagation in games can be problematic since it requires immense computational power if the fire is portrayed physically accurate. To decrease the computational power required, simplifications and approximations must be made. READ MORE

  2. 2. Automatic LOD selection

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolan

    Author : Isabelle Forsman; [2017]
    Keywords : LOD; Level of detail; LOD transitions; Datateknik; Datateknik;

    Abstract : In this paper a method to automatically generate transition distances for LOD, improving image stability and performance is presented. Three different methods were tested all measuring the change between two level of details using the spatial frequency. READ MORE

  3. 3. Dynamic real-time scene voxelization and an application for large scale scenes

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolan

    Author : Andreas Valter; [2015]
    Keywords : Voxelization; GPU; ACG; Computer Graphics; Computer games; Computer science; Media technology; Medieteknik; MT; thesis; Andreas Valter; Valter; CPU; Real time; Direct X; DX11; HLSL;

    Abstract : This report describes a basic implementation of scene voxelization within the Frostbite engine created by EA Frostbite. The algorithm supports dynamic scenes by voxelizing in real-time using the Graphical Programming Unit. The voxel grid is stored inside a buffer with a binary representation using clip mapping and multiple levels of detail. READ MORE

  4. 4. A TEMPORAL STABLE DISTANCE TO EDGE ANTI-ALIASING TECHNIQUE FOR GCN ARCHITECTURE

    University essay from Blekinge Tekniska Högskola/Institutionen för kreativa teknologier

    Author : Jonas Alexander Göransson; [2015]
    Keywords : Anti-Aliasing; Temporal Stability; GCN; Xbox One; Playstation 4; High Performance; Frostbite; Distance to Edge; Deferred Rendering;

    Abstract : Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. With the GCN (Graphics Core Next) architectureused on both new generation of consoles; Xbox One and Playstation 4, aunified Anti-Aliasing solution can be constructed with high performance,temporal stable edges and satisfying visual fidelity. READ MORE

  5. 5. Realtidsrendering av försimulerade partiklar

    University essay from Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska högskolan

    Author : Nathalie Ek; [2014]
    Keywords : particles; rendering; presimulated;

    Abstract : This master thesis presents a method for real-time streaming of pre-simulated particle systems. The particle systems are simulated offline in any software and then saved as an Alembic file. This Alembic file is then imported into Frostbite and can be loaded at run-time. READ MORE