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Interactive Video Game Content Authoring using Procedural Methods

机译:使用程序方法创作交互式视频游戏内容

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摘要

This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games.
机译:本文探讨了在大多数游戏开发工作室普遍存在的约束条件下,提高游戏图形质量和细节的途径。该研究首先确定了两个主要约束条件。目标游戏硬件/平台的容量限制以及阻碍游戏美术/内容创建生产力的过程。从这些限制中,得出了主题,这些主题指导了研究的重点。其中包括在游戏图形内容的创建中使用算法或“过程”方法,以及使用“交互式”内容创建策略,以更好地促进艺术家的创作工作流程。交互式工作流代表了业界使用的内容创建过程中正在发生的一种范式转变,它将游戏渲染技术直接集成到内容创作过程中。其主要动机是在创作过程中提供“高频”视觉反馈,使艺术家能够在上下文中查看游戏内容。通过合并这些主题,本研究开发了一种生产策略,该策略利用交互式工作流程中的“高频反馈”,将程序方法直接展示给艺术家,以用于内容创建过程。程序方法通常具有较小的“内存占用量”,并且能够生成大量数据。它们的“大小与数据量”之比很小,使其特别适合用于容量受限成为问题的游戏渲染情况。此外,交互式创作环境非常适合为程序方法设置参数的任务,从而减少了艺术家接受它们的主要障碍。在此研究过程中,开发了一个交互式内容创作环境。设计并实现了两种算法。这些算法为美术人员提供了抽象机制,可加快常见游戏内容开发流程的速度;即在游戏环境中放置对象,以及在类似游戏对象之间传递变化。为了符合本研究的主题,这些算法的核心功能是通过程序方法来实现的。通过这种方式,与这些内容开发过程相关的生产开销实际上已从艺术家转移到了现代游戏硬件的处理能力上。这项研究表明,基于过程的内容创作算法不仅可以与硬件容量约束问题相协调,而且可以使更大更详细的游戏内容创作在游戏生产过程中更加可行。在此研究过程中开发的算法和思想证明了基于过程的交互式内容创建的使用,以改善游戏图形的细节和复杂性。

著录项

  • 作者

    Denny Dacre Eliakim;

  • 作者单位
  • 年度 2010
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
  • 中图分类

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