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Creating Dynamically Changing World Map for Computer Games with Advanced Image Processing -- A Use Case

机译:用高级图像处理创建电脑游戏的动态变化的世界地图 - 用例

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Many computer role-playing games that mime a science fiction or fantastic world have a static world map or the map changes under some scripted assumptions that hardly reproduce the dynamic of a play. In this paper I propose a novel algorithm that enables real time terrain calculation even on a very large world map. An algorithm uses approach based on attraction force calculation and uses gradient methods combined with fast approximation of Gaussian filter and fast implementation of median filtration. With such an approach it is possible to fast adapt and rebuild the virtual world taking into account every nuance that happened during play. Due to this a player has the feeling of control and influence of his or her deeds to overall game which is very important aspect of every role-playing scenario. Because single iteration of an algorithm last about 176.01 ± 12.57 milliseconds (in frequency nearly 6 Hz for large 256×256 grids) the resulting map might be adjusted dynamically during game and a player might be aware of it. This size of a grid is sufficient for simulation very large virtual world that typically appears in role-playing games.
机译:许多计算机角色扮演游戏,即哑剧科幻或梦幻般的世界的静态世界地图或地图在几乎没有重现播放动态的脚本假设下的地图变化。在本文中,我提出了一种新颖的算法,即使在非常大的世界地图上也能够实时地形计算。一种算法使用基于吸引力计算的方法,并使用梯度方法结合高斯滤波器的快速逼近,快速实现中值过滤。通过这样的方法,可以快速调整和重建虚拟世界,考虑到在播放期间发生的每一个细微差别。由于这播放器具有控制和影响他或她的行为对整体游戏的控制和影响,这是每个角色扮演场景的非常重要的方面。因为算法的单一迭代持续约176.01±12.57毫秒(大于256×256个网格的频率近6Hz),所得到的地图可以在游戏期间动态调整,玩家可能会意识到它。这种电网的大小足以用于模拟非常大的虚拟世界,通常出现在角色扮演游戏中。

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