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Title:Implementacija porazdeljenih vedenjskih modelov v Unity 3D : zaključno delo
Authors:Krenker, Aleš (Author)
Kolmanič, Simon (Mentor) More about this mentor... New window
Files:.pdf VS_Krenker_Ales_2019.pdf (2,83 MB)
 
Language:Slovenian
Work type:Bachelor thesis/paper (mb11)
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V diplomskem delu se ukvarjamo z implementacijo vedenjskih modelov v Unity 3D na primeru jate ptic ali rib. Predstavitvi grafičnega pogona Unity 3D sledi izdelava in vstavitev grafičnih modelov v simulacijo. Poglavitni del našega projekta je bila implementacija algoritmov za simulacijo premikanja v jati, ki vključuje izmikanje statičnim in gibljivim objektom. Vsaka simulirana ptica ali riba je bila implementirana kot neodvisen člen, ki se pomika glede na lokalno zaznavo dinamičnega okolja. Rezultat teh preprostih vedenj pa je skupno gibanje simulirane jate. Prikazali smo, kako se pripadniki le-te odzovejo glede na oviro in nevarnost v naravi.
Keywords:implementacija, vedenjski modeli, jata, izogibanje trkom, Unity 3D
Year of publishing:2019
Place of performance:Maribor
Publisher:[A. Krenker]
Number of pages:VIII, 45 f.
Source:Maribor
UDC:004.94.021(043.2)
COBISS_ID:22800662 Link is opened in a new window
NUK URN:URN:SI:UM:DK:0QH6TYE5
License:CC BY-NC-ND 4.0
This work is available under this license: Creative Commons Attribution Non-Commercial No Derivatives 4.0 International
Views:164
Downloads:15
Metadata:XML RDF-CHPDL DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:Implementation of distributed behavioral models in Unity 3D
Abstract:In the thesis, we explore the implementation of distributed behavioral models in Unity 3D on the example of a flock of birds or fish. We present the graphic engine Unity 3D and the process of inserting graphic models into the simulation. The main part of the thesis is the implementation of algorithms for flocking that includes algorithms for avoiding collision with static and moving objects. Each simulated bird or fish was implemented as an independent object, moving in accordance to its local perception of the dynamic area. The result of these simple behaviors is a unified flock movement. We demonstrated the reaction of flock members to an obstacle and the reaction to danger in nature.
Keywords:behavioral models, flock, collision avoidance, implementation, Unity 3D


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