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Implementation of different post-processing effects and NPR techniques using Unity3D
dc.contributor.author | Valencia Téllez, Andrés | |
dc.contributor.other | Marcos López, María del Mar | |
dc.contributor.other | Universitat Jaume I. Departament d'Enginyeria i Ciència dels Computadors | |
dc.date.accessioned | 2018-02-06T16:22:36Z | |
dc.date.available | 2018-02-06T16:22:36Z | |
dc.date.issued | 2016-10-10 | |
dc.identifier.uri | http://hdl.handle.net/10234/172645 | |
dc.description | Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2015/2016 | ca_CA |
dc.description.abstract | This technical report presents the planning, decision making and implementation details involved in the development of both different post processing and non-photorealistic rendering techniques during the course of a few months by Andrés Valencia Téllez, student of the Game Design and Development Degree in Jaume I University, (Castellón, Spain). This project was conceived and partly developed in the context of an Erasmus exchange program, in which I joined a team of other 7 students at Saxion University of Applied Sciences (Enschede, Netherlands) to developed a game during 8 weeks for the Heim Technical Museum of Twente (Hengelo, Netherlands) using the Unity3D game engine. This specific setting heavily influenced the direction of the project, as I had a very specific role inside the team as a graphics programmer and had to developed something which was, not only correct, but also efficient and usable in the final build for the museum. The main objective of this project was to gain familiarity with both some of the most common post-processing techniques used in videogames nowadays and Unity3D’s rendering pipeline, as well as developing an interesting non-photorealistic rendering style needed for our game. After the period I enjoyed at Saxion, I spent some time polishing, cleaning and enhancing some of the features implemented, as well as developing new ones. As said before, this project was developed using mainly Unity3D, although I also used software like Visual Studio Community 2015 and Git/Github for developing and maintaining the codebase, Trello for planning and agile development, Adobe Photoshop CS6 for asset creation and Microsoft’s Word 2016 for the creation of this report. | ca_CA |
dc.format.extent | 70 p. | ca_CA |
dc.format.mimetype | application/pdf | ca_CA |
dc.language.iso | eng | ca_CA |
dc.publisher | Universitat Jaume I | ca_CA |
dc.rights.uri | http://rightsstatements.org/vocab/CNE/1.0/ | * |
dc.subject | Grau en Disseny i Desenvolupament de Videojocs | ca_CA |
dc.subject | Grado en Diseño y Desarrollo de Videojuegos | ca_CA |
dc.subject | Bachelor's Degree in Video Game Design and Development | ca_CA |
dc.subject | computer graphics | ca_CA |
dc.subject | post-processing | ca_CA |
dc.subject | NPR | ca_CA |
dc.subject | Shaders | ca_CA |
dc.subject | Unity3D | ca_CA |
dc.title | Implementation of different post-processing effects and NPR techniques using Unity3D | ca_CA |
dc.type | info:eu-repo/semantics/bachelorThesis | ca_CA |
dc.educationLevel | Estudios de Grado | ca_CA |
dc.rights.accessRights | info:eu-repo/semantics/restrictedAccess | ca_CA |
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