Servade tahumise algoritm
dc.contributor.advisor | Jaanus Jaggo | |
dc.contributor.author | Algma, Diana | |
dc.date.accessioned | 2019-10-15T09:26:38Z | |
dc.date.available | 2019-10-15T09:26:38Z | |
dc.date.issued | 2018 | |
dc.description.abstract | Võrreldes päris esemeid ja 3D mudeleid, tunneb 3D mudeli enamasti ära selle teravate servade tõttu. Eriti torkavad need silma kõvakatteliste mudelite puhul, nagu mööbli ja masinate mudelid, mis näevad kumeramate servadega välja reaalsemad. Selle lõputöö eesmärk on luua algoritm, mis kasutab servade tahumise tehnikat, et automaatselt mudeli teravaid servi kumerdada. Lõputöö kirjeldab 3D mudeleid ja kuidas neid mängumootoris salvestatakse, erinevaid viise servade tahumiseks ja loodud algoritmi implementatsiooni. | |
dc.description.abstract | When comparing real-life objects and 3D models, one telltale sign that an object in question is a model, is the sharpness of its edges. This is more apparent for hard surface models like models depicting furniture and machinery, which look more real if their edges are a bit rounder. The goal of this thesis is to create an algorithm that uses the edge chamfering technique to automatically smooth out all hard edges of a mesh. The thesis describes 3D models and how they are stored in a game engine, different ways to soften hard edges, and the implementation of the created algorithm. | |
dc.identifier.uri | http://hdl.handle.net/10062/66161 | |
dc.language.iso | en | |
dc.title | Servade tahumise algoritm | |
dc.title.alternative | Edge Chamfering Algorithm | |
dc.type | Thesis |
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