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1

Öberg, Christian. "Möblering med Procedurell Generering : Furnishing with Procedural Generation." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5952.

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<p>I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett e
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Antonijevic, Filip. "PGG - Processuell Grottgenerering : En jämförelse mellan Cellulär Automat, Random Walk och Perlin Noise." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19983.

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I detta arbete undersöktes processuell generering med tre algoritmer i syfte att skapa grottliknande banor och utvärdera kriterier baserat på eftertraktande egenskaper gällande tid, storlek, variation och pålitlighet. Algoritmerna är cellulär automat, random walk och Perlin noise. Flera olika hjälpfunktioner och algoritmer användes för utvärderingen av kriterierna. Syftet med arbetet var att ta reda på vilken av dessa algoritmer skulle passa bäst att användas i ett roguelikespel. Slutsatsen som drogs från undersökningen är att algoritmen random walk gav det bästa resultat gällande pålitlighet,
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Ek, Pontus. "Procedurell generering av grottsystem för dataspel : Jämförelse av procedurellt genererade osymmetriska banor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14075.

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Detta arbete handlar om Procedural Content Generation (PCG) i form av algoritmer som skapar osymmetriska banor och fokuserar på att ge en översikt av prestanda avseende tid, storlek samt tillgänglighetsgaranti. Tre olika algoritmer testades på hur lång tid det tog att skapa en bana, hur stora dess banor blev och om dessa banor tillåter att man kan nå alla gängliga områden. En Agentbaserad algoritm, Cellular Automata och Diffusion-limited Aggregation (DLA) studerades avseende dess styrkor och svagheter. Efter experimentet så drogs slutsatsen att DLA var mest effektiv inom tid och garanti dock s
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Jansson, Björn. "Procedural Generation in Gravel." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107593.

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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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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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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 challen
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Classon, Johan, and Viktor Andersson. "Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.

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This thesis describes the implementation and evaluation of a genetic algorithm (GA) for procedurally generating levels with controllable difficulty for a motion-based 2D platform game. Manually creating content can be time-consuming, and it may be desirable to automate this process with an algorithm, using Procedural Content Generation (PCG). An algorithm was implemented and then refined with an iterative method by conducting user tests. The resulting algorithm is considered a success and shows that using GA's for this kind of PCG is viable. An algorithm able to control difficulty of its outpu
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Maung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.

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Gasch, García Cristina. "Procedural Generation of Natural Environments." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.

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The video games, simulators and virtual reality industry increasingly demands more complex and realistic natural environments, which makes manual generation difficult. To solve it, procedural techniques have been developed, but the lack of control of the result is a problem. In addition, these environments need real-time visualization techniques that allow managing the result. The main objective of this thesis is to present several methods to control the result of procedural generation and improve its visualization. On the one hand, a noise-based procedural terrain generation method is present
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Täljsten, David. "Exploring procedural generation of buildings." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20639.

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This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the fa¸cade and building’s details such as doors, windows, and roof. Through this, the study explores several techniques and approaches to create different layers of the building generation pipeline. The focus is on implementing a set of algorithms that, when running sequentially, are able to create complete 3D buildings in a short time (so they can be used in online generation), could be used in any open-world game, and with a limited count of triangles per building. Furthermore, the tool provides
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Roberts, Jonathan Ralph. "Learning-based procedural content generation." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.

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Procedural Content Generation (PCG) has become one of the hottest topics in Computational Intelligence and Artificial Intelligence (AI) game research in the past few years. PCG is the process of automatically creating content for video games, rather than by hand, and can offer great benefits for video games companies by helping to bring costs down and quality up. By guiding the process with AI it can be enhanced further and even be made to personalize content for target players. Among the current research into PCG, search-based approaches overwhelmingly dominate. While search-based algorithms
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Öhman, Johan. "Procedural Generation of Tower Defense Levels." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166594.

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This report aims to present a method for generating levels for tower defense games. Tower defense games are digital strategy games played by defending bases against oncoming enemies that travel along pregenerated paths. The intended way of generating levels was to use Wave Function Collapse and Bézier curves to create paths and then generate a terrain mesh to match the paths using Marching Cubes. This approach was abandoned because it was considered unnecessarily complicated and there was a concern that there would not be enough time to complete a level generation system. The abandoned system
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Kenwood, Julian. "Real-time generation of procedural forests." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/9204.

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Includes bibliographical references.<br>The creation of 3D models for games and simulations is generally a time-consuming and labour intensive task. Forested landscapes are an important component of many large virtual environments in games and film. To create the many individual tree models required for forests requires a large numbers of artists and a great deal of time. In order to reduce modelling time procedural methods are often used. Such methods allow tree models to be created automatically and relatively quickly, albeit at potentially reduced quality. Although the process is faster tha
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Shi, Yinxuan. "Procedural Content Generation for Computer Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469147321.

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Frank, Elias, and Niclas Olsson. "Procedural city generation using Perlin noise." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14855.

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Context. Procedural content generation is to algorithmically generate content. This has been used in games and is an important tool to create games with large amounts of content using fewer resources. This may allow small developers to create big worlds, which makes the investigation into this area interesting. Objectives. The Procedural generation of cities using Perlin noise is explored. The goal is to nd out if a procedurally generated city using Perlin noise is viable to use in games. Method. An implementation generating cities using Perlin noise has been created and a user study along wit
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Oscar, Roosvall. "Procedural Terrain Generation Using Ray Marching." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13664.

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Forsblom, Johan, and Jesper Johansson. "Genetic Improvements to Procedural Generation in Games." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-13815.

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One of the biggest industries today is the gaming industry. A multitude of games are sold each year, competing for the players’ attention and wallets. One of the common important techniques used today to produce game content is procedural content generation, where the computer generates small or larger parts of a game which often affects the gameplay experience. The purpose of this study is to design and implement a framework which can be used to evaluate and improve the procedural content generation in games, so that the gameplay experience for players in procedurally generated games can be i
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Martin, Glenn Andrew. "Automatic Scenario Generation using Procedural Modeling Techniques." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5421.

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Training typically begins with a pre-existing scenario. The training exercise is performed and then an after action review is sometimes held. This “training pipeline” is repeated for each scenario that will be used that day. This approach is used routinely and often effectively, yet it has a number of aspects that can result in poor training. In particular, this process commonly has two associated events that are undesirable. First, scenarios are re-used over and over, which can reduce their effectiveness in training. Second, additional responsibility is placed on the individual train
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Furtado, Henrique. "Procedural Generation of Volumetric Data for Terrain." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260320.

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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. The method allows the user to specify materials as stratified or eroded, which are generated differently: stratified materials are stacked to generate material layers while eroded materials accumulate on even terrain. We compare a thermal erosion method and an o
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Hultquist, Carl. "An Adjectival Interface for procedural content generation." Doctoral thesis, University of Cape Town, 2008. http://hdl.handle.net/11427/6401.

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Includes abstract.<br>Includes bibliographical references.<br>In this thesis, a new interface for the generation of procedural content is proposed, in which the user describes the content that they wish to create by using adjectives. Procedural models are typically controlled by complex parameters and often require expert technical knowledge. Since people communicate with each other using language, an adjectival interface to the creation of procedural content is a natural step towards addressing the needs of non-technical and non-expert users. The key problem addressed is that of establishing
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Washburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.

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Procedural content generation for video games (PCGG) has seen a steep increase in the past decade, aiming to foster emergent gameplay as well as to address the challenge of producing large amounts of engaging content quickly. Most work in PCGG has been focused on generating art and assets such as levels, textures, and models, or on narrative design to generate storylines and progression paths. Given the difficulty of generating harmonically pleasing and interesting music, procedural music generation for games (PMGG) has not seen as much attention during this time. Music in video games is essen
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Andereck, Michael. "Procedural Terrain Generation Based on Constraint Paths." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1388357258.

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Taylor, Joshua. "The Procedural Generation of Interesting Sokoban Levels." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc801887/.

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As video games continue to become larger, more complex, and more costly to produce, research into methods to make game creation easier and faster becomes more valuable. One such research topic is procedural generation, which allows the computer to assist in the creation of content. This dissertation presents a new algorithm for the generation of Sokoban levels. Sokoban is a grid-based transport puzzle which is computational interesting due to being PSPACE-complete. Beyond just generating levels, the question of whether or not the levels created by this algorithm are interesting to human player
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Pessa, Mikael. "Functionality-Independent Style-Based Procedural Building Generation." Thesis, Linköpings universitet, Informationskodning, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-147352.

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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 a
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Bengtsson, Daniel, and Johan Melin. "Constrained procedural floor plan generation for game environments." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13006.

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Background: Procedural content generation (PCG) has become an important subject as the demand for content in modern games has increased. Paradox Arctic is a game development studio that aims to be at the forefront of technological solutions and is therefore interested in furthering their knowledge in PCG. To this end, Paradox Arctic has expressed their interest in a collaborative effort to further explore the subject of procedural floor plan generation. Objective: The main goal of this work is to test whether a solution based on growth, subdivision or a combination thereof, can be used to proc
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Gylleus, Karl. "Perception of procedurally generated virtual buildings." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229967.

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Due to the high amount of time it takes to manually design virtual buildings and cities it is often desired to automate the process. Procedural modeling is a way to achieve this by algorithmically generating buildings. By using inverse generation procedural descriptions of buildings can be extracted from a given model. When using a procedural generator to create a city some variance is needed during generation which might lead to unrealistic buildings if not handled correctly. This thesis investigates which features of buildings are most sensitive to change in regards to their realism. An inve
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Lautakoski, Johan. "Procedurell generering av terräng Perlin noise eller Diamond-Square : med fokus på exekveringstid och framkomlighet." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12940.

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Kim, Paul H. "Intelligent Maze Generation." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1563286393237089.

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Kachscovsky, Boris. "Interactive Methods for Procedural Texture Generation with Noise." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-257515.

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Many computer graphics applications have used procedural noise since the 1980s, but there are still very few tools which allow non programming-oriented users to make procedural textures. This paper attempts to provide a framework for building and creating procedural noise based textures, in a way that can be easily abstracted and understood by those users. A careful study is conducted of Perlin Noise, and similar interfaces and tools are examined in order to create a framework centered around composable parts and semantic abstractions. The framework is then used to build a proof-of-concept int
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Pereira, Leonardo Tortoro. "Procedural Generation of Dungeon Maps, Missions and Rooms." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-25032019-144917/.

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The present research proposes two procedural content generation approaches for missions and play space in a game with dungeons, and a game prototype developed as a proof of concept for the feasibility of the algorithm and as a test framework for user-based experiments. The first approach will define missions by generating dungeon maps together with locked doors and keys through the use of an evolutionary algorithm. The second approach will populate the generated dungeon space by filling the content of dungeon rooms using space-filling curves and cellular automata algorithms. The evolutionary a
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Pinheiro, Jefferson Magalhães. "A procedural model for snake skin texture generation." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/171371.

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Existem milhares de espécies de serpentes no mundo, muitas com padrões distintos e intricados. Esta diversidade se torna um problema para usuários que precisam criar texturas de pele de serpente para aplicar em modelos 3D, pois a dificuldade em criar estes padrões complexos é considerável. Nós primeiramente propomos uma categorização de padrões de pele de serpentes levando em conta suas características visuais. Então apresentamos um modelo procedural capaz de sintetizar uma vasta gama de textura de padrões de pele de serpentes. O modelo usa processamento de imagem simples (tal como sintetizar
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Jormedal, Martin. "Procedural Generation of Road Networks Using L-Systems." Thesis, Linköpings universitet, Informationskodning, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-169373.

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This thesis details the results and conclusions of a project conducted at the game studio FromSoftware in Tokyo, Japan during the autumn of 2008. The aim ofthe project was the design and implementation of a system able to generate 3D graphical representations of road networks.
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Rudzicz, Nicholas. "Arda: a framework for procedural video game content generation." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=40821.

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The current trend in computer game design is toward larger and richer virtual worlds, providing interesting and abundant game content for players to explore. The creation and continuous expansion of detailed virtual environments, however, is a time and resource-consuming task for game developers. Procedural content generation potentially solves this problem; textures, landscapes, and more recently the creation of entire cities and their constituent roads and buildings can be performed in an auto mated fashion, potentially offering considerable resource savings for developers. This thesis devel
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Camozzato, Daniel. "A method for growth-based procedural floor plan generation." Pontifícia Universidade Católica do Rio Grande do Sul, 2015. http://hdl.handle.net/10923/7579.

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Made available in DSpace on 2015-09-18T02:06:38Z (GMT). No. of bitstreams: 1 000474948-Texto+Completo-0.pdf: 3093555 bytes, checksum: 642bceeeff1c8a8e64eadc61416e65a5 (MD5) Previous issue date: 2015<br>We present a procedural method to create floor plans considering user-provided requisites as well as the constraint of a building’s exterior walls. First, a grid is created in the available space. Then, each room is placed to occupy a single cell in the grid, and subsequently expanded, occupying adjacent cells to achieve its final size. This growth-based approach can generate different interio
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Griffith, Ioseff. "Procedural Narrative Generation Through Emotionally Interesting Non-Player Characters." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76708.

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Procedural content generation is a technique used to produce a wide range of computer-generated content in many industries today, the video game industry in particular. This study focuses on how procedural content generation can be applied to create emotionally interesting non-player characters and through this, generate narrative snippets that can immerse and interest a reader. The main points examined are how to achieve this using a modular approach to personality and behaviour, how well readers can distinguish whether motivations and interactions are generated by a computer or written by a
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Adam, Timothey Andrew. "PROCEDURAL MUSIC GENERATION AND ADAPTATION BASED ON GAME STATE." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1202.

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Video game developers attempt to convey moods to emphasize their game's narrative. Events that occur within the game usually convey success or failure in some way meaningful to the story's progress. Ideally, when these events occur, the intended change in mood should be perceivable to the player. One way of doing so is to change the music. This requires musical tracks to represent many possible moods, states and game events. This can be very taxing on composers, and encoding the control flow (when to transition) of the tracks can prove to be tricky as well. This thesis presents AUD.js, a syste
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Landers, Stephen P. "Improving Game Design through Responsive Configuration and Procedural Generation." Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1407252394.

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Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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Göran, Sandström. "Procedural Sequencing : a New Form of Procedural Music Creation." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-10699.

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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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Lundgren, Jesper. "Search-based Procedural Content Generation as a Tool for Level Design in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102212.

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The aim of this thesis is to evaluate the use of Search-based Procedural Content generation (SBPCG) to help a designer create levels for different game styles. I show how SBPCG can be used for level generation in different game genres by surveying both paper and released commercial solutions. I then provide empirical data by using a Genetic Algorithm (GA) to evolve levels in two different game types, first one being a space puzzle game, and the second a platform game. Constraints from a level designer provide a base to create fitness functions for both games with success. Even though difficult
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Freiknecht, Jonas [Verfasser], and Wolfgang [Akademischer Betreuer] Effelsberg. "Procedural content generation for games / Jonas Freiknecht ; Betreuer: Wolfgang Effelsberg." Mannheim : Universitätsbibliothek Mannheim, 2021. http://d-nb.info/1230755063/34.

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Wilson, Janet Kirsten. "Procedures for sequential and parallel automatic adaptive tetrahedral mesh generation." Thesis, Heriot-Watt University, 1997. http://hdl.handle.net/10399/1171.

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Bomström, H. (Henri). "The application of procedural content generation in video game design." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201609172812.

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Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Association reported that 155 million Americans play video games and 42 percent of those play video games regularly, spending at least three hours per week playing. In 2015 the American video game industry generated $22.41 billion in revenue. (Entertainment Software Association [ESA], 2015.) As the demand of content in video games continues to rise, the amount of resources used by game studios is increasing to meet the demand. The scaling of manual content creation in video games is becoming a prob
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Dunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.

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Open-world video games give players a large environment to explore along with increased freedom to navigate and manipulate that environment. These requirements pose several problems that must be addressed by a game's graphics engine. Often there are a large number of visible objects, such as all of the trees in a forest, as well as objects comprised of large amounts of geometry, such as terrain. An open-world graphics engine must be able to render large environments at varying levels of detail and smoothly transition between detail levels to provide a believable experience. Often this involves
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Baldwin, Alexander, and Johan Holmberg. "Mixed-Initiative Procedural Generation of Dungeons Using Game Design Patterns." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20477.

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Procedural content generation (PCG) can be a useful tool for aiding creativityand efficiency in the process of designing game levels. Mixed-initiative level genera-tion tools where a designer and an algorithm collaborate to iteratively generate gamelevels have been used for this purpose – taking advantage of the combination of com-putational efficiency and human intuition and creativity. However, it can be difficultfor designers to work with tools that do not respond to the common language of games:game design patterns.It has been demonstrated that game design patterns can be integrated into P
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Friberg, Oscar. "Investigating urban perception using procedural street generation and virtual reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189450.

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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
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Juuso, Lina. "Procedural generation of imaginative trees using a space colonization algorithm." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35577.

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The modeling of trees is challenging due to their complex branching structures. Three different ways to generate trees are using real world data for reconstruction, interactive modeling methods and modeling with procedural or rule-based systems. Procedural content generation is the idea of using algorithms to automate content creation processes, and it is useful in plant modeling since it can generate a wide variety of plants that can adapt and react to the environment and changing conditions. This thesis focuses on and extends a procedural tree generation technique that uses a space colonizat
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Auoja, Anton. "Procedural Expansion of Urban Environments." Thesis, Linköpings universitet, Institutionen för systemteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71268.

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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 o
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Sain, Travis. "Using the Implicit Relational Assessment Procedure as an analogue procedure for generating cognitive defusion." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/theses/1764.

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The current study tested the utility of the Implicit Relational Assessment Procedure (IRAP) as an analogue cognitive defusion intervention to alter implicit attitudes toward Abraham Lincoln and Adolf Hitler. One-hundred and twelve participants were randomly assigned to either a control or defusion condition. Participants first completed a series of self-report measures assessing psychological functioning and distress, as well as attitudes toward Lincoln and Hitler. Control condition participants then completed three IRAPs measuring implicit attitudes toward Hitler and Lincoln (H/L IRAP). Defus
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Morkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation." Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.

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Johannesson, Nick, and Simon Kevin. "Spelet Cave Generation : En Studie Om Procedurell Generering i 2D-Plattformsspel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14387.

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Denna studie undersöker olika designval inom datorspel för att skapa intressanta och varierade nivåer som kan tilltala både erfarna spelare och nybörjare inom en av de populäraste fritidsaktiviterna i världen. Att designa en nivå i ett spel är en tidskrävande process, och ett sätt att korta ner på detta arbete är att låta en dator skapa nivåer efter specifika instruktioner, genom en process som kallas för procedurell generering. Målet med denna studie är att ta reda på vilka designval som behöver tas i åtanke för att skapa program för att procedurellt generera nivåer i spel som är anpassade ef
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