Essays about: "Procedural map generation"
Showing result 1 - 5 of 7 essays containing the words Procedural map generation.
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1. Procedural System for Urban Forest Generation : Image-based Natural Terrain Generation
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : 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. READ MORE
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2. Fair Partitioning of Procedurally Generated Game Maps for Grand Strategy Games
University essay from Umeå universitet/Institutionen för datavetenskapAbstract : 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. READ MORE
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3. Procedural Generation of Volumetric Data for Terrain
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : 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. READ MORE
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4. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh
University essay from Göteborgs universitet/Institutionen för data- och informationsteknikAbstract : 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. READ MORE
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5. A Study on Controllability for Automatic Terrain Generators
University essay from Malmö högskola/Fakulteten för teknik och samhälle (TS)Abstract : 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. READ MORE