• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 63
  • 13
  • 5
  • 1
  • Tagged with
  • 92
  • 92
  • 82
  • 48
  • 30
  • 28
  • 23
  • 21
  • 21
  • 20
  • 20
  • 16
  • 16
  • 15
  • 13
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Identifying and Applying Hand-painted Features Onto Procedurally Generated Textures

Künkel, Rebecca, Elsass, Caroline January 2023 (has links)
Background. Procedural content generation (PCG) is a powerful tool used in manydifferent areas within game development. One of these areas are texturing where procedural generation have several advantages, including increased effectiveness, reducedstorage cost and unlimited texture resolution. Procedural texturing has long beenused in realistic games and the resulting textures can be indistinguishable from photographs, but when used in stylized games there is still a clear difference in aestheticbetween generated and traditionally painted textures. Objectives. By studying the visual properties of hand-painted stone tile textures,the different characteristic elements could be isolated. These elements can then beimplemented in procedural generation to recreate the iconic look. Methods. 37 different hand-painted textures were analyzed in accordance with aframework for objective art analysis used in art history. The elements identified inthe visual study were recreated in two different procedurally generated textures withthe use of Adobe Substance 3D Designer, a popular software for procedurally generating textures. Lastly a user study was conducted to investigate the impact of thedifferent elements. Results. The implementation resulted in 25 different versions which were rankedin the user study. 24 people in the ages 20-35 participated in the user study, andwhile one of the textures showed clear preference for certain elements over others,this pattern was not reflected in the second texture. Several different reasons for thisis discussed, as well as external factors that might have affected the outcome. Conclusions. The study successfully identified several elements commonly foundin hand-painted textures of stone tiles. However, the user study did not provide aclear answer to the impact of the different elements.
12

Skalbarhet för rumsbaserade algoritmer : Utifrån tidseffektivitet och minnesanvändning / Scalability of roombased algorithms : Based on time and space efficiency

Karlsson, Victor January 2016 (has links)
Målet med studien var att undersöka skalning av tidsåtgång och minnesanvändning utifrån tre stycken algoritmer som procedurellt genererar banor. De algoritmerna som används är Binary Space Partitioning (BSP), Shortest Path (SP) och Delaunay Triangulation (DT). Skalningen utvärderas genom att se hur tidsåtgången och minnesanvändningen påverkas då algoritmerna ska hantera större banor. Värdena för tid och minne sammanställdes sedan för att avgöra hur de skalade, till vilken grad de var användbara och vilken av algoritmerna som presterade bäst. Utvärderingen visade att BSP presterade bäst i båda kategorierna med relativt jämna värden. SP hade generellt väldigt spretiga tidsvärden. DT var långsammast av de tre algoritmerna i avseende på tid men presterade bättre än SP när det kom till minnesanvändning. Skalning av minne visade sig vara ett mindre problem än förväntat vilket inte är något problem för plattformar som inte är begränsade inbäddade system, exempelvis mikroprocessorer. Framtida studier hade kunnat testa andra algoritmer. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p><p>There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.</p>
13

Constraint-Driven Open-World Scene Generation

Borlik, Hunter 01 June 2023 (has links) (PDF)
We introduce an alternative method for open-world scene generation. In this thesis, Graph-based Wave Function Collapse (GWFC) is integrated with Space Colonization Algorithm (SCA) and used to place objects in an unstructured 3D environment. This combined algorithm, Space Colonization Graph-based Wave Function Collapse (SC-GWFC), leverages the constraint-based capabilities of GWFC and the ability of SCA to populate arbitrary 3D volumes. We demonstrate that objects of variable scale can be successfully used with SC-GWFC. Since this algorithm is run in an interactive environment, we demonstrate iterative modifications to a partially complete scene and incorporate PCG into a scene editing process. As part of the implementation, we also introduce our Scene Modeling Application for rendering and editing 3D scenes. This modeling application allows for editing and viewing constraints for our SC-GWFC scene generator. We evaluate the performance characteristics of SC-GWFC in the Scene Modeling Application to demonstrate that SC-GWFC can be used interactively. Through the application, users can specify adjacency requirements for objects, and SC-GWFC will attempt to place objects in patterns that respect these rules. We demonstrate the ability to place up to 5000 items on a terrain using our proposed SC-GWFC technique.
14

Intelligent Maze Generation

Kim, Paul H. 06 November 2019 (has links)
No description available.
15

Relaying emotional feedback from visual cues into a procedural evolutionary system : A Game: Forest Moon

Persson, Jeff, Wennerberg, Tim January 2022 (has links)
Video games often include various creatures within their games, these creatures often give the world in which they inhabit a richer experience for the player. Creating these creatures can be costly, to lower these costs procedural content generated creatures could be used instead. Creatures created with PCG will have a lower upfront cost but comes with the downside of less control without a large amount of testing. This is a problem, what we have tried to do is lessening the amount of time needed to achieve the desired level of perfection. In this paper we have tried to find patterns which will further help the use of procedural content generated creatures. The game Forest Moon will be introduced to gather data and to find pattern of how players interact from various visual cues. With the data we have gained further understanding on how players react and what kind of emotions they feel when certain visual cues are presented.
16

Tile-based Method for Procedural Content Generation

Maung, David 26 September 2016 (has links)
No description available.
17

Mixed-initiative Puzzle Design Tool for Everyone Must Die

Rörlien, Viktor, Brundin, Nils January 2021 (has links)
The application of PCG to generate puzzles offers great value since their replayability is severely limited, requiring any game that employs them to produce many different puzzles. In this paper we propose a modified version of the progressive content generation approach to function as a mixed-initiative system, to create puzzles for the novel partially physics-based game \textit{Everyone Must Die}. Thus exploring the adaptability and usefulness of the progressive content generation approach for a unique type of puzzle game. Further the mixed-initiative system is explored in relation to how effectively it can generate puzzles with a specified difficulty, an issue many papers exploring puzzle generation neglect. This is explored by implementing and incorporating a PCG system by extending an existing puzzle editor featured in the game. The analysis is conducted with the help of a user study on the developers of the game by testing qualitative experiences with the system. The promising results are then discussed and concluded with suggestions for future work and improvements to the described system and its used approach.
18

Procedurellt Genererade Dungeonkartor för Roguelikespel : En jämförelse mellan Binary Space Partitioning och Delaunay Triangulation / Procedurally Generated Dungeon Maps for Roguelike Games : A comparison between Binary Space Partitioning and Delaunay Triangulation

Karlsson, Oliver January 2019 (has links)
Procedural Content Generation innebär att spelinnehåll automatiskt genereras för att dels både öka variationen i spel dels och minska arbetsbelastningen hos designers. Ett användningsområde för detta är rumbaserad bangenerering. Målet med detta  här arbetet är var att jämföra två algoritmer som gör just detta:; Binary Space Partitioning och Delaunay Triangulation. De kriterier som algoritmerna utvärderades på var tidseffektivitet, variation, likhet och möjligheten att nå alla rum. Resultatet visade att Binary Space Partitioning hade snabbare genereringstid samtidigt som Delaunay Triangulation gav utvecklaren mer valmöjligheter. Vilken algoritm som var att föredra ifall tidsaspekten inte bar mest tyngd blev helt en en mestadels subjektiv fråga där varje enskild utvecklares önskemål kommer påverka svaret. Ifall arbetet skulle fortsättas i framtiden skulle det vara intressant att utföra fler tester med flera olika mätvärden samt använda algoritmerna i ett spel och sedan påta låta spelare testare bedöma kvalitén hos banorna som genereras.
19

Urbis Terram - Designing and Implementing a Procedural City Generation Tool for Unity3D Game Engine

Najahi, Yakin 27 April 2017 (has links)
The use of procedural content generation is becoming more and more popular in the video game industry. With games such as Minecraft or No Man’s Sky we have seen the potential of PCG in video game creation but also its challenges. In fact, while the processing power and memory capabilities of our machines are unceasingly growing, human capability for content creation doesn’t seem to be able to follow the same pace. Game developers had then to come up with several techniques and methods that will help them generate lots of content for their games while still keeping a certain level of control on the output. Urbis Terram is a procedural city generation tool for Unity3D that allows the creation of complete cities to be used in video games or simulations made with this engine. The goal of this thesis is to tackle the technical challenge of designing and implementing a PCG tool that will help game developers to quickly generate terrains, road networks and allotment spaces for buildings and other urban areas. The goal is to have a unique complete city generation tool that can enable quick game design iterations and can be used to create complex virtual worlds.
20

Using behaviour patterns to generate scripts for computer role-playing games

Cutumisu, Maria Unknown Date
No description available.

Page generated in 0.1235 seconds