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Undiscovered worlds, real-time procedural generation of virtual three-dimensional spaces

机译:未被发现的世界,虚拟三维空间的实时程序生成

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摘要

This study attempted to create a game world of enormous proportions that consisted of a visual variety of procedurally generated and distributed objects. A framework was designed to accommodate several procedural generation approaches for the various components of the virtual space. Game worlds have become increasingly larger and more detailed over the last decade. The approach to manually create all the objects in a game world has become more and more problematic as the increase of workload demands a higher commitment of time and resources and the current solution to “hire more artists” does not scale well with the higher demands of future game worlds. The approach to reuse a limited collection of objects to fill a game world with content is also problematic, as this repetition can be recognised by the players. As a result, the frequent repetition of geometries and textures becomes more obvious and runs the risk of boring the player. Moreover, such frequent repetition may have a negative effect on the illusion of presence that the player experiences, when playing a game. The experience of the illusion of presence is believed to be an essential factor regarding the usefulness and profitability of computer games. This research project investigated how three-dimensional virtual spaces such as game worlds can be created more effectively and was guided by two research questions. The first research question asked how three-dimensional objects can be generated in a visual variety using computer software. To this end, this project investigated several procedural generation approaches to generate objects in a visual variety, addressing the problem of repetition in game worlds. The second research question extended the first research question and asked how three-dimensional virtual spaces that consist of such generated objects in a visual variety can be generated in real-time using computer software. To this end the investigation focussed on approaches to distribute generated objects within a virtual space as well as issues of real-time performance and finished with the development of a framework that combined the findings. This inquiry used an iterative design approach, which involved the creation of prototypes, which were subsequently, analysed and redesigned to progress knowledge. The prototypes demonstrate and document the results at various stages of this project and are an integral part of this research. Overall, the study has contributed some weight to the argument that game worlds can be created using a procedural generation approach. Unlike current manual approaches to construct large game worlds which require an increasing number of game artists or the repetitive reuse of objects, this procedural generation approach is potentially faster than the manual creation approach and does not rely on object repetition to fill a virtual space with content. All objects within such a virtual space exist in a visual variety. As such it is believed that especially for large virtual spaces, this approach of procedural generation contributes to a greater illusion of presence experienced by the player.
机译:这项研究试图创建一个巨大的游戏世界,其中包括视觉上各种程序生成和分布的对象。设计了一个框架,以容纳针对虚拟空间各个组成部分的几种程序生成方法。在过去的十年中,游戏世界变得越来越大,越来越详细。随着工作量的增加,需要更多的时间和资源投入,以及当前的“雇用更多艺术家”解决方案,在游戏世界中手动创建所有对象的方法变得越来越麻烦。不能满足未来游戏世界的更高需求。重用有限的对象集合以用内容填充游戏世界的方法也是有问题的,因为这种重复可以被玩家识别。结果,几何形状和纹理的频繁重复变得更加明显,并且冒着使玩家感到无聊的风险。而且,这种频繁的重复可能对玩游戏时玩家体验到的存在感产生负面影响。人们相信存在幻觉的经历是关于计算机游戏的有用性和获利能力的重要因素。该研究项目研究了如何更有效地创建三维虚拟空间(例如游戏世界),并以两个研究问题为指导。第一个研究问题询问如何使用计算机软件在视觉上产生三维物体。为此,该项目研究了多种程序生成方法来生成视觉上多样化的对象,从而解决了游戏世界中的重复问题。第二个研究问题扩展了第一个研究问题,并询问如何使用计算机软件实时生成由视觉多样性中的此类生成对象组成的三维虚拟空间。为此,研究集中于在虚拟空间中分布生成的对象的方法以及实时性能问题,并最终完成了将这些发现相结合的框架的开发。该查询使用了迭代设计方法,该方法涉及创建原型,随后对原型进行分析,重新设计以提高知识水平。原型演示并记录了该项目各个阶段的结果,并且是本研究不可或缺的一部分。总体而言,该研究为使用程序生成方法可以创建游戏世界的观点提供了一定的支持。与当前的大型游戏世界的人工构建方法(其需要越来越多的游戏美术师或对象的重复使用)不同,此程序生成方法可能比人工创建方法更快,并且不依赖于对象重复来填充内容的虚拟空间。这种虚拟空间中的所有对象都以视觉形式存在。因此,可以相信,特别是对于大型虚拟空间,这种程序生成方法有助于玩家体验到更大的存在感。

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    Greuter S;

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  • 年度 2008
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