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Title:Primerjava računanja generativnih šumov na Unity pogonu : diplomska naloga
Authors:ID Zupanc, Beno (Author)
ID Bešter Štorgel, Kenny (Mentor) More about this mentor... New window
Files:.pdf VS_2025_Beno_Zupanc.pdf (6,71 MB)
MD5: C19ACDBEC0B607AD39765F260C865D1D
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FIŠ - Faculty of Information Studies in Novo mesto
Abstract:V diplomski nalogi bo predstavljena tematika proceduralno generirane vsebine z uporabo šumov. Predstavili bomo nekaj znanih generativnih šumov, kot so Perlinov, Worley in Simpleks šum, ter postopek proceduralnega generiranja z njihovo uporabo. Opisali bomo strukturo sodobnih računalnikov, računske senčilnike ter grafični cevovod. Njihovo razumevanje nam bo omogočilo implementacijo računanja šumov na različne načine. Predstavili bomo Unity igralni pogon in grafično knjižnico Lygia, ki ju bomo uporabili za izdelavo naloge. Diplomsko nalogo bomo zaključili z analizo časovne zahtevnosti izračuna posameznih šumov glede na lokacijo (CPE ali GPE) in način njihove implementacije.
Keywords:proceduralno generiranje, šumi, Unity, Lygia, grafično programiranje
Place of publishing:Novo mesto
Place of performance:Novo mesto
Publisher:B. Zupanc
Year of publishing:2025
Year of performance:2025
Number of pages:XV, 69 str.
PID:20.500.12556/ReVIS-12444 New window
COBISS.SI-ID:253503747 New window
UDC:004.4:004.92(043.2)
Note:Na ov.: Diplomska naloga : visokošolskega strokovnega študijskega programa prve stopnje;
Publication date in ReVIS:17.10.2025
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Downloads:2
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Licences

License:CC BY-NC-SA 4.0, Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International
Link:http://creativecommons.org/licenses/by-nc-sa/4.0/
Description:A Creative Commons license that bans commercial use and requires the user to release any modified works under this license.

Secondary language

Language:English
Abstract:In this thesis we will present the topic of procedurally generated content using noise. We will present some well-known generative noises, such as Perlin, Worley, and Simplex noise, and the process of procedural generation using them. We will describe the structure of modern computers, compute shaders, and graphics pipelines. Their understanding will enable us to implement noise computations in various ways. We will present the Unity game engine and the Lygia graphics library which we will use for the implementation. In the end we will provide an analysis of the time complexity to calculate individual noises depending on their location (CPE or GPE) and the method of their implementation.
Keywords:procedural generation, noises, Unity, Lygia, graphics programming


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