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Showing 1 to 10 of 10 for “"procedural content generation"”.
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An Adjectival Interface for procedural content generation
In this thesis, a new interface for the generation of procedural content is proposed, in which the user describes the content that they wish to create by using adjectives. Procedural models are typically controlled by complex parameters and often require expert technical knowledge. Since people …
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Evolutionary Design of Game Vehicles and Their Controllers
Procedural content generation (PCG) is a growing field of interest in the domain of computational intelligence as it relates to games. There are ever increasing examples and applications of PCG that have been studied in academic contexts. Player expectations of the amount of content in games …
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Evolving gameplay elements into virtual terrains
… higher quality and more detailed video game content. This puts a strain on video game companies and their developers as they are required to manually design and create increasingly complex video game content. Procedural content generation can alleviate this burden by using technology to …
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Generación procedural de mapas urbanos para shooters optimizada mediante algoritmos genéticos
La generación procedural de contenido se ha consolidado como una técnica clave en el desarrollo de videojuegos para reducir costes de producción y aumentar la variabilidad y la rejugabilidad. En el caso de los entornos urbanos, la mayoría de los sistemas existentes priorizan la coherencia visual y …
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Artist-Configurable Node-Based Approach to Generate Procedural Brush Stroke Textures for Digital Painting
… devices, to the stroking process, to the texture content authorship. This thesis explores an artist-friendly approach to synthesize the textures that give life to digital brush strokes.</p> <p>Most painting software provides a limited library of predefined brush textures. They aim to offer styles …
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Dynamic Procedural Music Generation from NPC Attributes
<p>Procedural content generation for video games (PCGG) has seen a steep increase in the past decade, aiming to foster emergent gameplay as well as to address the challenge of producing large amounts of engaging content quickly. Most work in PCGG has been focused on generating art and assets such …
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Procedural Generation and Rendering of Large-Scale Open-World Environments
… on terrain and vegetation. We use a region-based procedural generation algorithm to create environments of varying types. This algorithm produces content that can be rendered at multiple levels of detail. The terrain is rendered volumetrically to support caves, overhangs, and cliffs, but is also …
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INVESTIGATION INTO GAME-BASED CRISIS SCENARIO MODELLING AND SIMULATION SYSTEM
… game framework that eased crisis scenario generation, terrain design, and agent simulation in UML formats. From these diagrams, the framework was prototyped to demonstrate our proposed concepts. From the beginning, the crisis models for different disasters had been analysed for their design …
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Contributions to Big Geospatial Data Rendering and Visualisations
… using both LiDAR and OSM information. The generation of model mesh objects created from OSM data utilises procedural content generation techniques, enabling the generation of GIS based 3D real-world scenes. Although only LiDAR and Ordnance Survey for UK data is available, restricting the …
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Zobrazování podmořské scenérie
Cílem této práce je vykreslení podmořské scény s využitím procedurálního generování. Práce zkoumá ekosystém oceánu, techniky vykreslování vodních povrchů, kapalin a popisuje vybrané vlastnosti světla. Druhá část se zaměřuje na procedurální generování, OpenGL a shadery. Práce představuje návrh a …