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  • 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

Functionality-Independent Style-Based Procedural Building Generation

Pessa, Mikael January 2017 (has links)
In computer graphics it is often necessary to construct a large number of objectsof specific types, such as buildings. One approach is to create the models procedurally,an approach that often renders function and appearance tightly coupled. This thesis explores an alternate solution to this problem. We propose a systemfor procedural building generation based on the separation of function andstyle. We show our approach to separating appearance from functionality, wethen describe our implementation of the system and finally we create a demonstrationof its potential. Our approach offers a large amount of control while allowing for a separationbetween design of functionality and design of style. The approach could intheory allow for reuse of large databases of models and simplify the creation ofprocedural generation engines
12

Building and generating facial textures using Eigen faces

Krogh, 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.
13

Procedural Generation in Gravel

Jansson, 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.
14

The Usage of PCG Techniques Within Different Game Genres

Dahrén, Martin January 2021 (has links)
Procedural Content Generation (PCG) has become more common in usage in game development nowadays, with the motivation of finding new ways to make games replayable, new ways for games to be played or for generating content during development. This paper explores the question how often Procedural Generation is used in practice and furthermore how often it is used by different game genres and how they use PCG in their particular games. This paper will try to answer these questions through both an industry review, discovering which games have used Procedural Generation and also through a literature study to find out what kind of research has been done within the area ofPCG and how Game Developers could utilize that in the future. The findings were that even if the usage of PCG differentiated between genres, certain areas like Level Generationand entity instancating were more commonly using Procedural Generation compared with others such as Puzzle generation, Plot generation and Dynamic Systems. The literature study gave a perspective that there are plenty of research done within PCG on how to create new, different and unique ways to generate content, but it is usually in forms of prototypes and not ready to be used in games yet.This gives the conclusion that game genres use Procedural Generation to maximize the user experience with what the game wants out from that genre or use it to make game development more efficient. However, certain genres such as Adventure-games and Role-playing-games could benefit from having PCG for parts of the games where it is not used today which means there is still room for potentially using Procedural Generation. But with that also comes a discussion about what areas of PCG can be improved to meet the needs of the developers and make them more willing to use PCG on areas where it is not currently used.
15

Generování a zobrazování rozsáhlých voxelových scén / Generating and Rendering of Large Voxel-Based Scenes

Čejchan, Daniel January 2019 (has links)
This thesis focuses on creating an application for procedural generation and visualisation of a volumetric terrain using the OpenGL library. The terrain is considered to be mostly static, however with a possibility of modification of individual voxels. The project seeks a compromise between rendering performance and the aesthetics. The design is led in a way so that it could be further used as a foundation for a game. An emphasis is put on accelerating used methods on the GPU.
16

Generování modelů domů pro Open Street Mapy / Building Model Generator for Open Street Maps

Libosvár, Jakub January 2013 (has links)
This thesis deals with the procedural generation of building models based on a given pattern. The community project OpenStreetMap is used for obtaining datasets that create the buildings platform patterns. A brief survey of classifiers and formal grammars for modeling is introduced. Designing an estate classifier and algorithm for building generation is practical aspect of this thesis, including the algorithm implementation. 3D output meshes are rendered using OpenGL in real-time.
17

Knihovna pro generování realistických modelů stromů / Generation of Realistic Tree Models Library

Pafčo, Tomáš Unknown Date (has links)
The goal of this thesis was to propose algorithms for procedural generation of realistic three-dimensional tree models and implement them as a library. This library uses a set of 92 mostly numerical parameters as an input and enables to export generated model into 3DS or OBJ file. It's an objective library, written in C++ language and designed mainly for MS Windows platform. Proposed algorithms are able to generate specific biologic species of broadleaf and coniferous trees.
18

Generování bojových střetnutí v počítačových hrách na hrdiny / Procedural Generation of Combat Encounters in Role Playing Video Games

Kozma, Matouš January 2020 (has links)
Procedural content generation is present in many games today. However, little has been written about generating combat encounters in role playing video games (RPG). In these games the player's combat ability varies greatly from person to person and there are many different enemies that could be spawned for the player to fight. These factors make generation of combat encounters difficult. In this thesis we create a small game in which we implement a new algorithm for generating combat encounters. We then distribute this game to the general public. From the data we gather we conclude that this algorithm is at least as good at generating combat encounters as the author of the thesis and that it is a good starting point for further research.
19

Optimizing Procedurally Generated Cooperative Multiplayer Game Levels

Justin D Heffron (9188915) 31 July 2020 (has links)
Procedural level generation is a novel area of research within the field of computer graphics and game development. However, current research and implementations of procedural generation for cooperative games is sparse. Further study is required to validate the use of automatic level creation and to test additional methods of optimization for cooperative games. Additionally, despite many recent developments, many areas within the field of virtual reality remain underexplored. We propose a mathematically defined total cost function for controlling a procedural level generation algorithm for cooperative virtual reality games. This cost term controls an algorithm which gradually improves a generated solution over a series of iterations, bringing it to an optimal state. We present here two games with procedurally created levels and gameplay elements using this mathematical total cost function, as well as proposed experiments to validate the effectiveness of this content in encouraging cooperation and potential use cases for this technology.
20

Investigating urban perception using procedural street generation and virtual reality / Undersökning av den urbana perceptionen med hjälp av procedural generation av gatuscener och virtual reality

Friberg, Oscar January 2016 (has links)
As virtual reality and interaction possibilities in game technology evolve and become more user-friendly, accessible and cheaper, this technology suddenly gets useful in occupational areas that traditionally have not used them, one being urban planning. By using a game engine and a virtual neighborhood that utilizes procedural generation the user has the option of having a cost-effective, replicable environment with great control from the user.  According to the Broken Windows Theory small differences in appearance can have a big impact on how an urban neighborhood will be perceived. Therefore it would be interesting to investigate how the perception of street scenes is affected by the different aesthetic properties of dirt, graffiti, broken windows, building height and greenery (trees and bushes). By implementing a virtual neighborhood that utilizes procedural generation the basic structure of the neighborhood can stay the same, while separately adjusting the specific properties that are being evaluated. Through surveys and interviews the results show that every one of the chosen properties are very significant except for building height. Generally the more trees that were present, the more safe the neighborhood felt, and the order of significance of dirt, graffiti and broken windows differed between the two evaluation methods. / Då virtual reality och interaktionsmöjligheterna inom spelteknologi utvecklas och blir mer användarvänliga, mer tillgängliga och billigare, blir denna teknik plötsligt användbar inom yrkesområden som traditionellt sett inte har använt dem, där ett exempel är stadsplanering. Genom att använda en spelmotor och en virtuell stadsdel som utnyttjar procedural generation får användaren en kostnadseffektiv, replikerbar miljö med stor kontroll från användaren. Enligt Broken Windows Theory så kan små skillnader i utseende ha en stor inverkan på hur en stadsdel kommer att uppfattas. Därför vore det intressant att undersöka hur synen på virtuella gatscener påverkas av olika estetiska egenskaper som smuts, graffiti, trasiga fönster, bygghöjd, och grönska (träd och buskar). Genom att implementera en virtuell stadsdel som utnyttjar procedural generation kan grundstrukturen vara densamma, medan man separat justerar de specifika egenskaperna som ska utvärderas. Genom enkäter och intervjuer visar resultaten att var och en av de valda egenskaperna är mycket betydande, med undantaget för byggnadshöjd. Generellt så kändes stadsdelen mer säker desto mer träd som fanns, och ordningen av signifikansen för smuts, graffiti, och trasiga fönster skiljde sig mellan enkäterna och intervjuerna.

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