{"id":{"repo_id":"unt","oai_identifier":"info:ark/67531/metadc4726"},"canonical_url":"https://search.dev.ndltd.org/etd/unt/info:ark/67531/metadc4726","repository":{"repo_id":"unt","name":"University of North Texas","base_url":"https://digital.library.unt.edu/oai/"},"display":{"title":"Procedural content creation and technologies for 3D graphics applications and games.","abstract":"The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.","abstract_html":"The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.","abstract_has_math":false,"creators":["Roden, Timothy E."],"institution":"University of North Texas","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":["Parberry, Ian","Jacob, Roy T.","Mikler, Armin R."],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2005,"date_issued":"2005-05","date_published":"2005-05","updated_at":"2026-07-24T05:35:09Z","subjects":["Computer graphics.","Computer games -- Programming.","Three-dimensional display systems.","content creation","consumer graphics","games","3D rendering","entertainment software"],"languages":["English"],"rights":["Use restricted to UNT Community","Copyright","Roden, Timothy E.","Copyright is held by the author, unless otherwise noted. 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The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general."]},{"key":"dc:format","label":"Dc Format","values":["Text"]},{"key":"dc:title","label":"Title","values":["Procedural content creation and technologies for 3D graphics applications and games."]}]}],"canonical_facts":{"dc:contributor":["Parberry, Ian","Jacob, Roy T.","Mikler, Armin R."],"dc:creator":["Roden, Timothy E."],"dc:date":["2005-05"],"dc:description":["The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general."],"dc:format":["Text"],"dc:identifier":["oclc: 62073439","doi: 10.12794/metadc4726","https://digital.library.unt.edu/ark:/67531/metadc4726/","ark: ark:/67531/metadc4726"],"dc:language":["English"],"dc:publisher":["University of North Texas"],"dc:rights":["Use restricted to UNT Community","Copyright","Roden, Timothy E.","Copyright is held by the author, unless otherwise noted. 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