3 research outputs found

    Procedural semantic cities

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    Procedural modeling of virtual cities has achieved high levels of realism with little effort from the user. One can rapidly obtain a large city using off-the-shelf software based on procedural techniques, such as the use of CGA. However in order to obtain realistic virtual cities it is necessary to include virtual humanoids that behave realistically adapting to such environment. The first step towards achieving this goal requires tagging the environment with semantics, which is a time consuming task usually done by hand. In this paper we propose a framework to rapidly generate virtual cities with semantics that can be used to drive the behavior of the virtual pedestrians. Ideally, the user would like to have some freedom between fully automatic generation and usage of pre-existing data. Existing data can be useful for two reasons: re-usability, and copying real cities fully or partly to develop virtual environments. In this paper we propose a framework to create such semantically augmented cities from either a fully procedural method, or using data from OpenStreetMap. Our framework has been integrated with Unreal Engine 4.Peer ReviewedPostprint (published version

    Diseño y desarrollo de un software para la generación procedimental de entornos 3D

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    La tarea de creación de niveles en videojuegos o de cualquier entorno virtual en tres dimensiones es costosa y repetitiva. Normalmente se realiza un proceso de selección, edición y posicionamiento manual dentro del entorno de objetos previamente creados. El objetivo de este proyecto es agilizar y automatizar parte de esta tarea, introduciendo técnicas de generación procedimental aplicadas a la generación de diferentes tipos de entornos 3D mediante la distribución de objetos en niveles. Para ello se ha desarrollado un plugin que se integra en el editor de Unreal Engine, uno de los motores de videojuegos más usados en la industria.Creating and designing levels in video games, or creating any virtual three dimensional environment is a hard and repetitive task. Usually, the creator selects, edits and manually places previously created objects into the environment. The main objective of this project is speed up and automatize this task, introducing procedural generation techniques, applied to generation of di erent types of 3D environments through the distribution of objects in game levels. An Unreal Engine editor plugin has been developed in order to achieve the objective. Unreal Engine is one of the most used game engines in the industry.Grado en Ingeniería Informátic

    Synthesising character animation for real time crowd simulation systems in Unreal Engine

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    In this master thesis, we have developed a framework to automate the process of generating animation synthesis graphs. This thesis includes a tool to ease the animation configurations, a method to add behaviours to the characters, and a method to generate automatically the graphs
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