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[[File:VRI-LEK-Graph.png|none|500px|Resulting Graph]] | [[File:VRI-LEK-Graph.png|none|500px|Resulting Graph]] | ||
The resulting data is than imported into unity using a ''csv''-file and for every data-point a billboard-text of the word is generated. This process is repeated for every text. | The resulting data is than imported into unity using a ''csv''-file and for every data-point a billboard-text of the word is generated. This process is repeated for every text. | ||
[[File:VRI-LEK-5.png|none| | [[File:VRI-LEK-5.png|none|500px]] | ||
The world in Unity that the viewer walks through is generated using tileable noise as displacement for a plane. As the user walks through the world, new chunks are generated on the fly thus giving the illusion of an infinite world. | The world in Unity that the viewer walks through is generated using tileable noise as displacement for a plane. As the user walks through the world, new chunks are generated on the fly thus giving the illusion of an infinite world. | ||
[[File:VRI-LEK-WorldGenerator.mp4|none| | [[File:VRI-LEK-WorldGenerator.mp4|none|500px]] | ||
The grass, cuboids and word-spheres are generated and distributed per tile using seeded randomness. | The grass, cuboids and word-spheres are generated and distributed per tile using seeded randomness. | ||
Every tile has it's own noise and therefore distribution pattern of the objects, making the world even more endless. | Every tile has it's own noise and therefore distribution pattern of the objects, making the world even more endless. | ||
A swarm of letters using the boid-algorithm guides the player through the world and towards the word-spheres. The close the view-direcition of the viewer is to a word-sphere the more letters are in the swarm and the closer they fly to each other. The boid-algorithm simulates the behaviour of birds by enforcing simple rules for every boid like seperation, alignment and cohesion towards all other boids. A compute-shader is used to speed up the simulation process. | A swarm of letters using the boid-algorithm guides the player through the world and towards the word-spheres. The close the view-direcition of the viewer is to a word-sphere the more letters are in the swarm and the closer they fly to each other. The boid-algorithm simulates the behaviour of birds by enforcing simple rules for every boid like seperation, alignment and cohesion towards all other boids. A compute-shader is used to speed up the simulation process. | ||
[[File:VRI-LEK-Boids.mp4| | [[File:VRI-LEK-Boids.mp4|400px]] | ||
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