Procedurally generated animated textures

This report highlights the various steps taken in creating an engine to implement procedurally generated textures for one of the game projects developed by Red Hare Studios. The initial artistic concept was created using Particle Illusion by a special effects artist, the end product was then used as...

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Bibliographic Details
Main Author: Lin, Yuan Qin.
Other Authors: Zhou Suiping
Format: Final Year Project (FYP)
Language:English
Published: 2010
Subjects:
Online Access:http://hdl.handle.net/10356/39881
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author Lin, Yuan Qin.
author2 Zhou Suiping
author_facet Zhou Suiping
Lin, Yuan Qin.
author_sort Lin, Yuan Qin.
collection NTU
description This report highlights the various steps taken in creating an engine to implement procedurally generated textures for one of the game projects developed by Red Hare Studios. The initial artistic concept was created using Particle Illusion by a special effects artist, the end product was then used as a guide. The engine would make use of identical raw art assets made used by Particle Illusion to generate a new and different texture each time. The various settings and attributes used to generate the texture would be stored in a lua file allowing the artist to easily tweak and make changes to the effect without the need to recompile the program.
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spelling ntu-10356/398812023-03-03T20:45:18Z Procedurally generated animated textures Lin, Yuan Qin. Zhou Suiping School of Computer Engineering Red Hare Studios Parallel and Distributed Computing Centre DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics This report highlights the various steps taken in creating an engine to implement procedurally generated textures for one of the game projects developed by Red Hare Studios. The initial artistic concept was created using Particle Illusion by a special effects artist, the end product was then used as a guide. The engine would make use of identical raw art assets made used by Particle Illusion to generate a new and different texture each time. The various settings and attributes used to generate the texture would be stored in a lua file allowing the artist to easily tweak and make changes to the effect without the need to recompile the program. Bachelor of Engineering (Computer Science) 2010-06-07T08:11:52Z 2010-06-07T08:11:52Z 2010 2010 Final Year Project (FYP) http://hdl.handle.net/10356/39881 en Nanyang Technological University 51 p. application/pdf
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
Lin, Yuan Qin.
Procedurally generated animated textures
title Procedurally generated animated textures
title_full Procedurally generated animated textures
title_fullStr Procedurally generated animated textures
title_full_unstemmed Procedurally generated animated textures
title_short Procedurally generated animated textures
title_sort procedurally generated animated textures
topic DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
url http://hdl.handle.net/10356/39881
work_keys_str_mv AT linyuanqin procedurallygeneratedanimatedtextures