Procedural 3D digital world generation
This report aims to provide a summary of the student’s research and contribution for the Final Year Project (FYP) that explores various types of algorithms to generate Procedural Three Dimensional (3D) digital landscapes, by using the Unity 5 game engine and the Oculus Rift Virtual Reality (VR). The...
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2016
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Online Access: | http://hdl.handle.net/10356/68171 |
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sg-ntu-dr.10356-681712023-07-07T15:42:12Z Procedural 3D digital world generation Nur Hafeeza Binte Sattakir Chua Hock Chuan Vladimir Todorovic School of Electrical and Electronic Engineering DRNTU::Engineering DRNTU::Visual arts and music This report aims to provide a summary of the student’s research and contribution for the Final Year Project (FYP) that explores various types of algorithms to generate Procedural Three Dimensional (3D) digital landscapes, by using the Unity 5 game engine and the Oculus Rift Virtual Reality (VR). These landscapes would not attempt to mimic or replicate environments from nature, but would try to depict an abstract environment instead. Firstly, this report introduces the basics of procedural landscape generation and The choice of using this minimalistic approach that utilizes low polygon design, that was popularly used in video games in the 1990s. This game will utilize different algorithms of procedurally generated terrain, objects, and textures. During the process of integrating the Unity 5 game with the Oculus Rift, the student faced some challenges in making the game running smoothly. This report also consists of the different trial and errors done by the student in tackling this issue. Overall, the student aims to show the awareness that generating procedurally generated games is not as easy as it sounds. This game requires the application of the student’s technical and design skills. It also requires patience and a lot of experimenting with the different algorithms. Despite that, the student has gained new and valuable experience in both coding and Virtual Reality. Bachelor of Engineering 2016-05-24T07:48:41Z 2016-05-24T07:48:41Z 2016 Final Year Project (FYP) http://hdl.handle.net/10356/68171 en Nanyang Technological University 83 p. application/pdf |
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DRNTU::Engineering DRNTU::Visual arts and music Nur Hafeeza Binte Sattakir Procedural 3D digital world generation |
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This report aims to provide a summary of the student’s research and contribution for the Final Year Project (FYP) that explores various types of algorithms to generate Procedural Three Dimensional (3D) digital landscapes, by using the Unity 5 game engine and the Oculus Rift Virtual Reality (VR). These landscapes would not attempt to mimic or replicate environments from nature, but would try to depict an abstract environment instead.
Firstly, this report introduces the basics of procedural landscape generation and The choice of using this minimalistic approach that utilizes low polygon design, that was popularly used in video games in the 1990s. This game will utilize different algorithms of procedurally generated terrain, objects, and textures.
During the process of integrating the Unity 5 game with the Oculus Rift, the student faced some challenges in making the game running smoothly. This report also consists of the different trial and errors done by the student in tackling this issue.
Overall, the student aims to show the awareness that generating procedurally generated games is not as easy as it sounds. This game requires the application of the student’s technical and design skills. It also requires patience and a lot of experimenting with the different algorithms. Despite that, the student has gained new and valuable experience in both coding and Virtual Reality. |
author2 |
Chua Hock Chuan |
author_facet |
Chua Hock Chuan Nur Hafeeza Binte Sattakir |
format |
Final Year Project |
author |
Nur Hafeeza Binte Sattakir |
author_sort |
Nur Hafeeza Binte Sattakir |
title |
Procedural 3D digital world generation |
title_short |
Procedural 3D digital world generation |
title_full |
Procedural 3D digital world generation |
title_fullStr |
Procedural 3D digital world generation |
title_full_unstemmed |
Procedural 3D digital world generation |
title_sort |
procedural 3d digital world generation |
publishDate |
2016 |
url |
http://hdl.handle.net/10356/68171 |
_version_ |
1772827433884450816 |