4,254 research outputs found

    Algorithms for sketching surfaces

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    CISRG discussion paper ; 1

    SentientWorld : human-based procedural cartography - an experiment in interactive sketching and iterative refining

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    This paper presents a first step towards a computer-assisted design tool for the creation of game maps. The tool, named Sentient World, allows the designer to draw a rough terrain sketch, adding extra levels of detail through stochastic and gradient search. Novelty search generates a number of dissimilar artificial neural networks that are trained to approximate a designer’s sketch and provide maps of higher resolution back to the designer. As the procedurally generated maps are presented to the designer (to accept, reject, or edit) the terrain sketches are iteratively refined into complete high resolution maps which may diverge from initial designer concepts. Results obtained on a number of test maps show that novelty search is beneficial for introducing divergent content to the designer without reducing the speed of iterative map refinement.This research was supported, in part, by the FP7 ICT project SIREN (project no: 258453).peer-reviewe

    Methods for Procedural Terrain Generation

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    Procedural generation has been utilized in the automatic generation of data for a long time. This automated processing has been utilized in the entertainment industry as well as in research work in order to be able to quickly produce large amounts of just the kind of data needed, for example, in system testing. In this thesis, we examine different ways to utilize procedural generation to produce different synthetic terrains. First, we will take a closer look at what procedural generation is, where it originally started, and where it was utilized. From this we move on to look at how this technology is utilized in the creation of terrains and what terrain is generally visually required. From this we move on to look at different ways to implement terrain generation. As part of this thesis, we have selected three methods and implemented our own implementations for terrain generation. We look at the performance of these implementations, and what a test group thinks about those synthetic terrains. The results obtained from this are analyzed and presented at the end of the thesis.Proseduraalista generointia on hyödynnetty datan automaattisessa tuottamisessa jo pitkään. Tätä automatisoitua prosessointia on niin hyödynnetty viihdeteollisuudessa kuin tutkimustyössä, jotta ollaan voitu tuottaa nopeasti suuria määriä juuri sellaista dataa kuin tarvitaan esimerkiksi järjestelmän testauksessa. Tässä tutkielmassa tarkastellaan erilaisia tapoja hyödyntää proseduraalista generointia erilaisten synteettisten maastojen tuottamiseksi. Aluksi tutustutaan hieman tarkemmin siihen mitä proseduraalinen generointi on, mistä se on alunperin lähtenyt ja mihin sitä on hyödynnetty. Tästä siirrytään tarkastelemaan miten kyseistä tekniikkaa hyödynnetään maastojen luomisessa ja mitä maastoilta yleensä visuaalisesti vaaditaan. Tästä siirrytään tarkastelemaan eri tapoja toteuttaa maaston generointia. Osana tätä tutkielmaa, on valittu kolme menetelmää ja laadittu niistä kullekin oma toteutus maaston generointiin. Työssä tarkastellaan näiden toteutusten suoritustuloksia, ja mitä mieltä testiryhmä on kyseisistä synteettisistä maastoista. Saadut tulokset ja niiden analyyysi esitellään tutkielman lopussa

    Procedural modelling of terrains with constraints

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    Terrain is an essential part of any outdoor environment and, consequently, many techniques have appeared that deal with the problem of its automatic generation, such as procedural modeling. One form to create terrains is using noise functions because its low computational cost and its random result. However, the randomness of these functions also makes it difficult to have any control over the result obtained. In order to solve the problem of lack of control, this paper presents a new method noise-based that allows procedural terrains creation with elevation constraints (GPS routes, points of interest and areas of interest). For this, the method establishes the restrictions as fixed values in the heightmap function and creates a system of equations to obtain all points that they depend this restrictions. In this way, the terrain obtained maintains the random noise, but including the desired restrictions. The paper also includes how we apply this method on large terrain models without losing resolution or increasing the computational cost excessively. The results show that our method makes it possible to integrate this kind of constraints with high accuracy and realism while preserving the natural appearance of the procedural generation

    Distributed texture-based terrain synthesis

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    Terrain synthesis is an important field of Computer Graphics that deals with the generation of 3D landscape models for use in virtual environments. The field has evolved to a stage where large and even infinite landscapes can be generated in realtime. However, user control of the generation process is still minimal, as well as the creation of virtual landscapes that mimic real terrain. This thesis investigates the use of texture synthesis techniques on real landscapes to improve realism and the use of sketch-based interfaces to enable intuitive user control

    Towards sketch-based exploration of terrain : a feasibility study

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    CISRG discussion paper ; 1

    AI Researchers, Video Games Are Your Friends!

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    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal. The chapter is based on my keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad audience.Comment: in Studies in Computational Intelligence Studies in Computational Intelligence, Volume 669 2017. Springe

    Towards extracting artistic sketches and maps from digital elevation models

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    The main trend of computer graphics is the creation of photorealistic images however, there is increasing interest in the simulation of artistic and illustrative techniques. This thesis investigates a profile based technique for automatically extracting artistic sketches from regular grid digital elevation models. The results resemble those drawn by skilled cartographers and artists.The use of cartographic line simplification algorithms, which are usually applied to complex two-dimensional lines such as coastlines, allow a set of most important points on the terrain surface to be identified, these form the basis for sketching.This thesis also contains a wide ranging review of terrain representation techniques and suggests a new taxonomy
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