Generation and evaluation of collision geometry based on drawings
Abstract: Background. Many video games allow for creative expression. Attractive Interactive AB is developing such a game, in which players draw their own levels using pen and paper. For such a game to work, collision geometry needs to be generated from photos of hand-drawn video game levels. Objectives. The main goal of the thesis is to create an algorithm for generating collision geometry from photos of hand-drawn video game levels and to determine whether the generated geometry can replace handcrafted geometry. Handcrafted geometry is manually created using vector graphics editing tools. Methods. A method for generating collision geometry from photos of drawings is implemented. The quality of the generated geometry is evaluated and compared to handcrafted geometry in terms of vertex count and positional accuracy. Ground truths are used to determine the positional accuracy of collision geometry by calculating the resemblance of the created collision geometry and the respective ground truth. Results. The generated geometry has a higher positional accuracy and on average a lower vertex count than the handcrafted geometry. Performance measurements for two different configurations of the algorithm are presented. Conclusions. Collision geometry generated by the presented algorithm has a higher quality than handcrafted geometry. Thus, the generated geometry can replace handcrafted geometry.
AT THIS PAGE YOU CAN DOWNLOAD THE WHOLE ESSAY. (follow the link to the next page)