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Sketch2Map: A Game Map Design Support System Allowing Quick Hand Sketch Prototyping

机译:Sketch2Map:一种游戏地图设计支持系统,允许快速进行手绘草图原型制作

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Modern open-world games require a vast extent of land with attractive diversity. However, creating such terrain is one of the most challenging tasks due to its large data size and the number of iterations in development. This paper presents a sketch-based map design support system that can help designers to create a game world with simple sketches, by transferring hand-drawn sketches of the game world such as coastline contours and river outlines into 3D terrain. This unified sketch-to-level framework involves a two-stage generative model that consists of the cGAN to convert a sketch into an elevation bitmap and a deterministic algorithm to generate a level asset. The first cGAN process probabilistically generates wider variations of elevation bitmap, including diverse terrain elements exploiting its model trained against terrain data. The second deterministic algorithm interprets the bitmap to generate the practical terrain asset. This combination of the probabilistic model and the deterministic model is highly effective in reflecting designers’ intension enough while generating variations. This framework allows designers for rapid-prototyping and trials-and-errors game assets creation by converting rough sketches to rich terrain assets at interactive speed. We use more than two thousand procedural game maps pairing with corresponding sketches created by spline interpolation as our training data. The prototype implementation of this framework shows the effectiveness and practicality of our two-stage terrain generation approach.
机译:现代开放世界游戏需要具有吸引人的多样性的广阔土地。但是,由于其庞大的数据量和开发中的迭代次数,创建这样的地形是最具挑战性的任务之一。本文提出了一种基于草图的地图设计支持系统,该系统可以通过将游戏世界的手绘草图(例如海岸线等高线和河流轮廓)转移到3D地形中,来帮助设计人员创建具有简单草图的游戏世界。这个统一的草图到级别的框架涉及一个两阶段的生成模型,该模型包括将草图转换为高程位图的cGAN和确定性算法以生成级别资产的cGAN。第一个cGAN流程可能会生成海拔位图的更广泛的变化,包括利用针对地形数据训练的模型来生成各种地形元素。第二种确定性算法解释位图以生成实际的地形资产。概率模型和确定性模型的结合非常有效地反映了设计师的意图,同时产生了变化。该框架允许设计人员通过以交互速度将粗略的草图转换为丰富的地形资产来进行快速原型设计和试错游戏资产的创建。我们将两千多个程序游戏图与通过样条插值法创建的相应草图配对作为我们的训练数据。该框架的原型实现显示了我们的两阶段地形生成方法的有效性和实用性。

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