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abstract of my masterthesis Hi guys I have to write an english abstract for my masterthesis. It would be nice if someone can check it :) I tried to let it sound smart but I am afraid I am unable to do so in english >..< The use of physic simulations in computer games and virtual reality is a constant trend which lasts years. They allow the development of dynamic virtual worlds, which can change through user interaction. At first there were only the simulation of rigid body possible. Later the increase of computational power enabled the simulation of soft bodies and cloth. However, an essential part of every 3d world is still widely unchangeable - the terrain. This thesis describes the development of a terrain and water simulation for the use in computer games and virtual reality. It discusses not only the simulation itself but also its implementation and optimisation. Furthermore the author examines the advantages, disadvantages and duration differences of the use of the technologies SSE, OpenMP and DirectCompute. With the development of an efficent algorithm and its optimisation it succeeded to create a powerful software, which can simulate the terrain and water surface in an area over the size of 16 square kilometres on a gaming pc in realtime. thank you for your time :)

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abstract of my masterthesis

Hi guys

I have to write an english abstract for my masterthesis. It would be nice if someone can check it :) I tried to let it sound smart but I am afraid I am unable to do so in english >..<

The use of physic simulations in computer games and virtual reality is has been a constant trend which lasts years [<- this sentence was a little bit confusing I tried my best to make it sound alright]. They allow for the development of dynamic virtual worlds, which can change through user interaction. At first there were only the simulation of rigid body possible it was only possible to simulate rigid bodies. Later, the increase of in computational power enabled the simulation of soft bodies and cloth. However, an essential part of every 3d world is still widely unchangeable - the terrain.

This thesis describes the development of a terrain and water simulation for the use in computer games and virtual reality. It discusses not only the simulation itself, but also its implementation and optimization. Furthermore, the author examines the advantages, disadvantages, and duration differences of the use of the technologies SSE, OpenMP and DirectCompute. With the development of an efficent algorithm and its optimization, it succeeded to in creating a powerful software, which can simulate the terrain and water surface in an area over the size of 16 square kilometers on a gaming pc in realtime.

thank you for your time :)

 

[hope these corrections help]

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I would love to check it!
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btw. here is the german original: Der Einsatz von Physiksimulationen in Computerspielen und virtuellen Realitäten ist ein Trend, der schon einige Jahre anhält. Sie erlauben die Entwicklung einer dynamischen virtuellen Welt, die durch Interaktion mit dem Nutzer verändert werden kann. Während zunächst nur die Simulation von Festkörpern möglich war, erlaubt der Anstieg der Rechenleistung mitlerweile auch die Simulation von Kleidung und verformbaren Objekten. Doch ein wesentlicher Bestandteil einer jeden 3D-Welt blieb weitgehend unveränderbar - das Terrain. Die vorliegende Arbeit beschreibt die Entwicklung einer Landschafts- und Wassersimulation für den Einsatz in Computerspielen und virtuellen Realitäten. Dabei wird nicht nur die Simulation selbst beschrieben, sondern auch ihre Umsetzung und Optimierung. Es werden die Vor- und Nachteile sowie Laufzeitsunterschiede beim Einsatz der Technologien SSE, OpenMP und DirectCompute untersucht. Durch die Entwicklung eines effizienten Algorithmus und seiner Optimierung gelang es, eine leistungsstarke Software zu schaffen, die die Echtzeitsimulation von Land und Wasser in einem über 16 Quadratkilometer großem Gebiet auf einem modernen Gaming-PC ermöglicht.

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