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Procedural Environment Generation for Cave 3D Model Using OpenSimplex Noise and Marching Cube

机译:使用OpenSimplex噪声和游行立方体的Cave 3D模型的程序环境

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In the development of video games, environment is the most important element in video games. Apart from being a playground during the game, the environment also functions as an aesthetic enhancer in video games. The process of making an environment in a video game is usually done by a 3D artist based on a concept art that has been created. The time needed for making an environment 3D model depends on the number of 3D artists involved along with the capabilities of each 3D artists, the scale and the complexity of the 3D model created. These factors affect the amount of resources that must be used to complete the 3D model, such as fee for artist involved and processing time. Procedural environment generation (PEG) is a method for creating various game environments and one way to trim resources in working on 3D models. Much research on PEG for creating cave environment has been done, but most of the research that has been done has a drawback, namely there is no accesses for game developers to compile the structure of the aisle of the cave environment. Through this paper, we hope to produce a PEG that ease video game developers to create 3D models of the cave.
机译:在开发视频游戏中,环境是视频游戏中最重要的元素。除了在游戏期间作为游乐场,环境还可作为视频游戏中的美学增强器。在视频游戏中制作环境的过程通常由基于已经创建的概念艺术的3D艺术家来完成。制作环境3D模型所需的时间取决于所涉及的3D艺术家的数量,以及所创建的3D模型的规模和复杂性。这些因素影响必须用于完成3D模型的资源量,例如艺术家所涉及的费用和处理时间。程序环境生成(PEG)是一种创建各种游戏环境的方法和一种方法来修剪在3D模型上工作的资源。已经完成了对挂钩创建洞穴环境的许多研究,但是已经完成的大部分研究都有一个缺点,即游戏开发人员没有访问,以编制洞穴环境的过道的结构。通过本文,我们希望生产一个缓解视频游戏开发人员创建洞穴3D模型的挂钩。

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