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  • 1.
    Dahlberg, Tove
    Luleå University of Technology, Department of Arts, Communication and Education, Music and dance.
    Thielska galleriet: Karin Ek, en återupptäckt författare2016Other (Other academic)
    Abstract [sv]

    En helkväll om författaren Karin Ek genomfördes den 3 november 2016 på Thielska galleriet. Operasångerskan Tove Dahlberg med ackompanjatör framför Karin Eks dikter i tonsättning av Alice Tegnér, Axel Raoul Wachtmeister och Gunnar de Frumerie.

  • 2.
    Eldstål, Emil
    Luleå University of Technology, Department of Arts, Communication and Education.
    Generating Procedural Environments using Masks: Layered Image Document to Real-time environment2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesis
    Abstract [en]

    This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets.

    In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-saving possibilities with these tools. From the work, I draw the conclusion that these kinds of tools save a lot of time for repeating tasks and the creation of similar environments.

  • 3.
    Forsberg, Sofie
    Luleå University of Technology, Department of Arts, Communication and Education.
    Methods for creating realistic hair for realtime rendering2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesis
    Abstract [en]

    Hair is one of the first noticeable aspects of our appearances and will convey many indirect first impressions. Grooming and decorating hair is something that have been with humans since documented history. It is a unique human trait that can symbolize religion, occupation, social status, identity or even health itself. Hair colors are conceived with a certain personality to them and throughout the world there exists several different genetic attributes to hairs structure and texture.

    When working with storytelling, the hair is thus a very important part of the design, and if done well can live beyond the character in the story. In the world of computer graphics there are many ways in which an artist can create the parts necessary for an approach to realistic looking hair. What looks realistic can be very individual to the viewer, each visual trait looking somewhat different to each pair of eyes, and each method will also probably produce a different result. In the end, it is up to the artist to learn how to control the methods available and to create a hairstyle in line with the artistic vision.

  • 4. Grahn, Niklas
    GPU vs CPU2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
  • 5.
    Kylén, Jonas
    Luleå University of Technology, Department of Arts, Communication and Education.
    Deep compositing in VFX: Creating a framework for deciding when to render deep images or traditional renders.2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesis
  • 6.
    Linnea, Hedlund
    Luleå University of Technology, Department of Arts, Communication and Education, Media, audio technology and experience production and theater.
    En studie i spelvegetation: Hur man kan minimera skuggor mellan korsande polygonplan2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report focuses on establishing a foundation in how to create game foliage with criss-crossing polygon planes, without getting unwanted artefacts or shadows. There are several different methods to achieve this depending on what kind of lighting the game has implemented, but also which game engine is being used. In this research, only one game engine with basic lighting will be used.The goal was to research several different methods that would give the desired result, which as stated above, was to create working game assets with criss-crossing polygon planes without artefacts. Stages that are not included in this research are how vertex normals work from a mathematics perspective, and how these methods would work in other game engines. Research was focused on how geometry and vertex normals affect the object visual appearance, as well as the impact the material settings in the games engine provided.The survey quickly showed the importance of having a clear vision on what type of game foliage was sought to be created before the work began. Organic and soft shapes are preferred, and it is also important to check how the vertex normals affect the object in the selected game engine. In the game engine itself, it is the material on the object that has the greatest impact on the result, especially the material's subsurface colour. By following these guidelines, the goal was achieving game foliage with less visible shadows and artefact.

  • 7.
    Saxlund, Juan
    Luleå University of Technology.
    Non-destructive compositing2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper presents problems that may occur during transformations, color correctionsand incorrect use of data of a digital image.

    The theoretical part will go into the depth of what a digital image is. It will explain whata pixel is, how color depth and channels work, what filtering is and what the differenttransformation operations are. A series of test are then made where different kinds oftransformations and color corrections are tested one by one, pre-comps will then berendered with some missing data to show what can happen to a composite wheninformation is lacking.

    Finally a test of different workflows is done. When making a composite it is important tomask out the parts of the image that needs to be corrected. By doing so you canminimize the destruction of the image. Two kinds of workflows for masking the imageand handling the masked part will be compared.

  • 8.
    Thelander, Gustav
    Luleå University of Technology.
    Analyzing visual principles and elements in commercial game trailers2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This research seeks to establish visual principles present in modern media and compare their usefulness. The visual principles will be explained and presented. Then they will be analyzed within two game trailers of commercial games. A correlation will then be extrapolated and then presented if the results create the presented and expected outcome.

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