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Building and generating facial textures using Eigen facesKrogh, Robert January 2016 (has links)
With the evolution in the game industry and other virtual environments, demands on what comes with an application is higher than ever before. This leads to many companies trying to to procedurally generate content in order to save up on storage space and get a wider variety of content. It has become essential to infuse immersion in such application and some companies has even gone as far as to let the player recreate him- or herself to be the hero or heroine of the game. Even so, many AAA companies refrain from using face segmentation software as it gives the power of adding game content by the end users, and that may lead to an increased risk of offensive content, that goes against company standards and policy, to enter their application. By taking the concept of procedural generation and applying this together with face segmentation, placing a Principal Component Analysis (PCA) based texturization model, we allow for a controlled yet functioning face texturization in a run-time virtual environment. In this project we use MatLab to create a controlled Eigen space, infuses this into an application built in Unity 3D using UMA, and lets smaller recreation vectors, that spans a few kilobytes as most, to create textures in run-time. In doing so, we can project faces onto the Eigen space and get fully functioning and texturized characters, able to use ready animations and controllers of the developer’s choice. These Eigen spaces may cost more storage space and loading times up to a limit, but can in turn generate a seemingly endless variation of textural content dynamically. In order to see what potential users prioritize when it comes to applications like these, we conducted a survey where the responders saw variations of this technique and were able to express their view on attributes expected from a “good” (from their point of view) application. In the end we have a UMA ready set of scripts, and a one-time use system to create Eigen spaces for the applications to use it. We worked in close relation with Högström’s Selfie to Avatar face segmentation software and proved the concept in Unity 3D applications.
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Procedural world generator for platform gamesTråvén, Sandra January 2017 (has links)
Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the characters abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.
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Procedural Media Representation / Proceduriell MedierepresentationHenrysson, Anders January 2002 (has links)
We present a concept for using procedural techniques to represent media. Procedural methods allow us to represent digital media (2D images, 3D environments etc.) with very little information and to render it photo realistically. Since not all kind of content can be created procedurally, traditional media representations (bitmaps, polygons etc.) must be used as well. We have adopted an object-based media representation where an object can be represented either with a procedure or with its traditional representation. Since the objects are created on the client the procedures can be adapted to its properties such as screen resolution and rendering performance. To keep the application as small and flexible as possible, each procedure is implemented as a library which is only loaded when needed. The media representation iswritten in XML to make it human readable and easy editable. The application is document driven where the content of the XML document determines which libraries to be loaded. The media objects resulting from the procedures is composited into the media representation preferred by the renderer together with the non-procedural objects. The parameters in the XML document are relative to parameters determined by the system properties (resolution, performance etc.) and hence adapt the procedures to the client. By mapping objects to individual libraries, the architecture is easy to make multi threaded and/or distributed.
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Procedural Sequencing : a New Form of Procedural Music CreationGöran, Sandström January 2013 (has links)
With increased availability of smartphones, game consoles and computers with capabilities of synthesizing procedural music in real time comes the challenge of realizing new tools for generative music composition for games, inter-media art and musical live performance.This work defines a new method of creating music, “procedural sequencing”, and it presents a musical software that attempts to solve some of the design challenges of bridging interactive elements and more traditional tools for music composition. The software combines aspects of live coding with tracker sequencing.
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Procedural Expansion of Urban EnvironmentsAuoja, Anton January 2011 (has links)
Procedural generation of urban environments is a very difficult problem to solve. Most solutions use predefined production rules which lock them into only few different variations of the result. This works well when producing new urban environments but fails when it comes to the expansion of them. Most cities are too complex to model using an approach which utilises predefined rules. By using an example based approach instead, it is possible to expand any city and still have the new street network follow the layout of the original city, regardless of complexity. This paper describes a method of extracting the necessary information from the GIS database OpenStreetMap and expanding the cities using an example based approach presented by Aliaga et al. The paper will also show how blocks, parcels and buildings can be generated to fit within the urban environment.
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Möblering med Procedurell Generering : Furnishing with Procedural GenerationÖberg, Christian January 2010 (has links)
I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll. Manuellt av personer som skapar allt innehåll för hand eller automatiskt av program där ekvationer istället beskriver innehållet och generera detta vid behov. Att låta ett program generera digitalt innehåll kallas Procedural Content Generation (PCG) och används i grafiska applikationer, dataspel, simulatorer och online-applikationer. I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuellt rum genom att bruka konceptet för PCG. Genereringsalgoritmen är regelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan att innehållet i rummen behöver lagras. / In game development today there are two ways for developers to create digital content. Manually by people who create all the content by hand or automatically by letting a program, through use of equations that describes the content, generate it when needed. The method of letting a program generate the digital content is called Procedural Content Generation (PCG) and is used in graphic applications, computer games, simulators and online applications. This work, for the Linnaeus University, is about the development of a way to furnish a virtual room by the concept of PCG. The generation algorithm is rule based and with this solution one or more rooms can be furnished without the need to save the rooms content.
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Procedural Content Generation for a Web-Based Motion Game to Increase the Variation and Progression of the GamePersson, Dennis January 2016 (has links)
Computer games have always become more and more advanced. One of the biggest reasons to its rapid evolution is the use of procedural content generation (PCG), which is used to generate game content automatically. However, there is one type of games that is more unexplored when it comes to PCG, namely motion games. Motion games are games where the player interacts with the game by moving his own body rather than using a gamepad, mouse or keyboard. Thanks to that, motion games are a healthier alternative to regular games, and this thesis therefore explores the possibilities to use PCG to develop more exciting motion games. The focus lies on achieving variation and progression since both of those are important concepts closely related to PCG. An exploratory case study is also conducted to examine how the derived guidelines work in a real game. The result concluded is that the guidelines seem to work well, but that all of them are not easily adapted to every game. Different game genres therefore call for different guidelines to be used.
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Procedural Generation in GravelJansson, Björn January 2014 (has links)
This thesis is concerned with procedural generation in a genre of games where it is not very common; 2D physics-based puzzle games. I will explore which different methods of procedural generation that will work with this kind of game, if any. If there is an easy way to implement procedural generation it could cut down on the game designers work load significantly, which would allow more content to be produced at a higher pace.
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Génération de détails dans les mondes procéduraux / Details modeling in procedural worldsGrosbellet, Francois 20 November 2015 (has links)
La génération de mondes virtuels est un domaine de recherche très actif en informatique graphique : la modélisation de plantes, d’arbres, de bâtiments, de villes ou de terrains, et les simulations de vieillissement sont des domaines très explorés. Dans ce contexte, les changements d’apparences constituent également un domaine de recherche important, de part leur impact majeur dans le réalisme des scènes virtuelles produites. Ces travaux se concentrent sur la mise au point d’approches procédurales permettant de représenter les changements d’apparence sous la forme de décorations géométriques (accumulation de neige ou formation de glace, dépôt de feuilles mortes, etc.) à la fois à grande échelle et avec un très haut niveau de détail. Nous proposons d’abord un modèle d’organisation hiérarchique de scènes qui repose sur un arbre de construction dont les feuilles sont des objets environnementaux, des objets qui génèrent eux mêmes leurs décorations géométriques. Nous présentons ensuite un formalisme implicite pour définir l’environnement, qui contient l’ensemble des informations guidant la génération des décorations. Finalement, nous détaillons quatre méthodes de génération procédurale pour la création des décorations géométriques (neige, glace, herbes, feuilles) des objets environnementaux. / Procedural modeling of virtual worlds is an active research field in computer science. A large amount of methods have been published in this field : modeling of plants, trees, buildings, cities or terrains, and aging and weathering simulations. In this context, changes of appearance are a very active research field too, due to the way they impact the realism of produced virtual scenes. This research focuses on a procedural method that can represent the changes of appearance as geometrical decorations (snowfall, ice growth, leaves deposits, etc.) on very big scenes with a high level of details. We first propose a hierarchical scene design based on a construction tree whose leaves are environmental objects, a new kind of objects that generate their own geometrical decorations. We then present an implicit formalism to define the environment that contains all the information needed to guide decorations generation. Finally, we detail four procedural methods for generating the geometrical decorations (snow, ice, grass, leaves) of the environmental objects.
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Základní procesní práva účastníků správního řízení / Basic procedural rights of parties to administrative procedureMoravec, Ondřej January 2017 (has links)
This diploma thesis deals with basic procedural rights of parties to administrative procedure. The aim of the thesis is to analyze and evaluate their current legal regulation particularly contained in the Act No. 500/2004 Coll., administrative code, as amended. The thesis is divided into an introductory chapter, five chapters and a conclusion. The aim of the introductory chapter is to introduce a reader to the issue of fair trial and basic procedural rights of parties to Czech administrative procedure. The first chapter deals with definiton of basic terms related to administrative procedure. The second chapter focuses on more detailed explanation of participation of parties to administrative procedure. The aim of the third chapter is to summarize different approaches towards the concept of fair trial and to bring a list of analyzed basic procedural rights of parties to administrative procedure. The fourth chapter deals individually with each of the fourteen analyzed basic procedural rights. The fifth chapter concentrates on the application of basic procedural rights incorporated in administrative code to special administrative proceedings, which is demonstrated on the case of two proceedings regulated by the Act No. 111/1998 Coll., as amended. The conclusion evaluates the statutory regulation of...
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