Open Access. Powered by Scholars. Published by Universities.®

Physical Sciences and Mathematics Commons

Open Access. Powered by Scholars. Published by Universities.®

California Polytechnic State University, San Luis Obispo

Theses/Dissertations

3D

Articles 1 - 3 of 3

Full-Text Articles in Physical Sciences and Mathematics

Physics Engine On The Gpu With Opengl Compute Shaders, Quan Huy Minh Bui Mar 2021

Physics Engine On The Gpu With Opengl Compute Shaders, Quan Huy Minh Bui

Master's Theses

Any kind of graphics simulation can be thought of like a fancy flipbook. This notion is, of course, nothing new. For instance, in a game, the central computing unit (CPU) needs to process frame by frame, figuring out what is happening, and then finally issues draw calls to the graphics processing unit (GPU) to render the frame and display it onto the monitor. Traditionally, the CPU has to process a lot of things: from the creation of the window environment for the processed frames to be displayed, handling game logic, processing artificial intelligence (AI) for non-player characters (NPC), to the …


Grammar-Based Procedurally Generated Village Creation Tool, Kevin Matthew Graves Jun 2019

Grammar-Based Procedurally Generated Village Creation Tool, Kevin Matthew Graves

Computer Engineering

This project is a 3D village generator tool for Unity. It consists of three components: a building, mountain, and river generator. All of these generators use grammar-based procedural generation in order to create a unique and logical village and landscape each time the program is run.


Raymarching The Mandelbulb Fractal In Vr, Timotheus Alexander Letz Jun 2018

Raymarching The Mandelbulb Fractal In Vr, Timotheus Alexander Letz

Computer Engineering

Elaborate 3D fractals, such as the mandelbulb, offer fascinating depths and structures that bear self-similarity as one zooms in closer and closer. Traditional rendering techniques focus on pre-rendering the fractal, to bypass the need for real-time display. To display and explore the mandelbulb in VR, this real-time display is needed, and can be provided through the use of “Raymarching”, a technique that allows for the rendering of scenes within the GPU. This paper explores various techniques and systems used to provide, augment, and accelerate this process.