Sökning: "Procedural map generation"

Visar resultat 1 - 5 av 10 uppsatser innehållade orden Procedural map generation.

  1. 1. Procedural System for Urban Forest Generation : Image-based Natural Terrain Generation

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Bosen Cheng; [2022]
    Nyckelord :datauppsättningar; neurala nätverk; blickdetektering; texttaggning;

    Sammanfattning : Procedural content generation is a common way to create model resources in the computer graphics area. It is beneficial for generating large-scale models such as buildings, forests, etc. This project focus on the generation of the urban forest, which is a case often overlooked. LÄS MER

  2. 2. Fair Partitioning of Procedurally Generated Game Maps for Grand Strategy Games

    Master-uppsats, Umeå universitet/Institutionen för datavetenskap

    Författare :Jens Ottander; [2022]
    Nyckelord :Procedural map generation; Constrained optimization; Categorical optimization; Multiobjective optimization; Genetic algorithms; NSGA-III; MOEA D-IEpsilon; Grand Strategy Games; Partitioning; Multiplayer Games;

    Sammanfattning : Due to the high cost of manual content creation within the game development industry, methods for procedural generation of content such as game maps and levels have emerged. However, methods for generating game maps have remained relatively unexplored in competitive multiplayer contexts. LÄS MER

  3. 3. Procedural Generation of Volumetric Data for Terrain

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Henrique Furtado; [2019]
    Nyckelord :procedural terrain generation; volumetric terrain; thermal erosion; procedural modelling;

    Sammanfattning : A procedural method is proposed to generate volumetric data for terrain using a surface height map and information about materials as input. In contrast to previous explored methods this approach takes advantage of the extensive research on surface terrain generation by adapting the material layers to the topology of the input terrain. LÄS MER

  4. 4. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Jonas Bjarne Graul Sagdahl Fredrik Gelotte Matilda Burhöi Bengtsson Andersson; Kim Berger; Sebastian Kvarnström; [2017-08-10]
    Nyckelord :Procedural generation; Unity; Virtual Testing Environments; Radial Basis Function Interpolation; ;

    Sammanfattning : This thesis studies procedural generation as a method for generating a realistic terrain model, that will be used as a part of a virtual environment for testing the cameras of autonomous vehicles. The project was done in collaboration with Volvo Cars, and resulted in software that was able to generate a terrain model with only a mesh representing a road as input according to the customer’s requirements. LÄS MER

  5. 5. A Study on Controllability for Automatic Terrain Generators

    Kandidat-uppsats, Malmö högskola/Fakulteten för teknik och samhälle (TS)

    Författare :Anton Arnoldsson; [2017]
    Nyckelord :Procedural Content Generation; PCG; Controllability; Usability; Designability; Expressive Range; QUIM; Quality in Use Integrated Map; GDQA; Graphical Dynamic Quality Assessment; Perlin; Worley; advanced generator; test participant; terrain generator; automatic generation;

    Sammanfattning : Procedural Content Generators (PCG) typically excel at generating a large amount of content in a short period of time. Whilst this is making PCG very applicable for the game industry, simplistic implementations of PCG lack in Usability whereas complex implementations of PCG lack in Controllability. LÄS MER