Sunday, 5 August 2012

my masterthesis


I've finished my masterthesis about the simulation of terrain and water for computer games. Here is my abstract of the thesis and some videos. I will create a version with a better 3D presentation soon.


The use of physics simulations in computer games and virtual reality has been a constant trend. They allow for development of dynamic virtual worlds, which can change through user interaction. At first it was only possible to simulate rigid bodies. Later the increase in computational power enabled the simulation of soft bodies and cloth. However, an essential part of every 3D world is still widely unchangeable - the terrain.

This thesis describes the development of a terrain and water simulation for use in computer games and virtual reality.

It discusses not only the simulation itself but also its implementation and optimisation. Furthermore the author examines the advantages, disadvantages and duration differences of the use of the technologies SSE, OpenMP and DirectCompute.



The creation of a powerful software, capable of simulating the terrain and water surface in an area more than 16 square kilometres on a gaming pc in real time was made possible by developing an efficient algorithm and its optimisation.


The first working version with water:

with water and terrain:

The next video shows the properties of waves in detail. A big wave bounces between the end of the map and a wall with some slits in it and creates little waves because of diffraction



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