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dc.contributor.advisorÖzgüç, Bülent
dc.contributor.authorAkıncı, Nail
dc.date.accessioned2016-10-04T09:55:14Z
dc.date.available2016-10-04T09:55:14Z
dc.date.copyright2016-09
dc.date.issued2016-09
dc.date.submitted2016-10-30
dc.identifier.urihttp://hdl.handle.net/11693/32414
dc.descriptionCataloged from PDF version of article.en_US
dc.descriptionThesis (M.S.): Bilkent University, Department of Computer Engineering, İhsan Doğramacı Bilkent University, 2016.en_US
dc.descriptionIncludes bibliographical references (leaves 51-52).en_US
dc.description.abstractAlthough weather effects have been developed thoroughly in offine renderings, their computational cost exceed current hardware to run them in real-time. Therefore, less expensive methods are developed. Still, in many real-time applications weather conditions are prepared by artists for each environment independently because developers do not want to compromise performance over simulated weather. The main reason of this is current developed algorithms use most of the graphical processing power just for weather effects in a relatively small scale scene. At the end, they become unusable in real scenario, because weather conditions are only one part of the overall system. Therefore, in current approach, all weather conditions are executed based on predictions, where its computational cost is negligible under 0.5 ms on current generation hardware. Predictions are done based on many factors such as orientation, height and position on terrain and global wind and sun direction. Appearance of weather conditions are generated from original textures of the objects then compared and re-adjusted to achieve similar values of real life scanned Bidirectional Re ectance Distribution Function (BRDF) data. All computation is done on Graphics Processing Unit (GPU) to be used with Physically Based Rendering (PBR) approach. Even though all changes are made based on prediction and textures are generated, at the end, results are comparable to weather conditions in real life.en_US
dc.description.statementofresponsibilityby Nail Akıncı.en_US
dc.format.extentxi, 52 leaves : illustrations (some color)en_US
dc.language.isoEnglishen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectWeather Simulationen_US
dc.subjectReal-Timeen_US
dc.subjectAccumulationen_US
dc.subjectShader-baseden_US
dc.titleReal-time prediction based snow and rain accumulation in virtual environmentsen_US
dc.title.alternativeSanal ortamlarda gerçek zamanlı tahmin bazlı kar ve yağmur birikmesien_US
dc.typeThesisen_US
dc.departmentDepartment of Computer Engineeringen_US
dc.publisherBilkent Universityen_US
dc.description.degreeM.S.en_US
dc.identifier.itemidB154303
dc.embargo.release2018-09-28


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