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

机译:使用高级图像处理功能为计算机游戏创建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:许多模仿科幻小说或奇幻世界的计算机角色扮演游戏都具有静态的世界地图,或者在某些脚本假设下的地图变化几乎无法再现剧本的动态。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可以进行实时地形计算。该算法使用基于吸引力计算的方法,并使用梯度方法与高斯滤波器的快速逼近和中值滤波的快速实现相结合。通过这种方法,可以考虑到游戏过程中发生的每一个细微差别,快速适应和重建虚拟世界。因此,玩家对整个游戏具有控制感和影响力,这是每个角色扮演场景中非常重要的方面。由于算法的单次迭代持续约176.01±12.57毫秒(对于大型256×256网格,频率接近6 Hz),因此在游戏过程中可能会动态调整生成的地图,玩家可能会意识到。网格的大小足以模拟通常在角色扮演游戏中出现的非常大的虚拟世界。

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