Results 31 to 40 of about 4,264,471 (304)
Generating layout for complex cave-like levels with schematic maps and Cellular Automata
In this paper an algorithm for creating cave-like, user-guided layout is presented. In applications such as computer games, underground structures offer unique challenges and interesting space for player actions.
Izabella Antoniuk
doaj +1 more source
The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games [PDF]
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.
Ahmed Khalifa +5 more
semanticscholar +1 more source
MONET: The Minor Body Generator Tool at DART Lab
Minor bodies exhibit considerable variability in shape and surface morphology, posing challenges for spacecraft operations, which are further compounded by highly non-linear dynamics and limited communication windows with Earth.
Carmine Buonagura +2 more
doaj +1 more source
Virtual models' production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based ...
Telmo Adão +5 more
doaj +1 more source
Procedural generation of mediterranean environments
This paper describes an overall process of procedural generation of natural environments through terrain generation, texturing and scattering of terrain cover. Although described process can be used to create various types of environments, focus of this paper has been put on Mediterranean which is somewhat specific and has not yet received any ...
Niko Mikulicic, Zeljka Mihajlovic
openaire +2 more sources
Procedural Puzzle Generation: A Survey [PDF]
Procedural content generation (PCG) for games has existed since the 1980s and is becoming increasingly important for creating game worlds, backstory, and characters across many genres, in particular, open-world games, such as Minecraft (2011) and No Man's Sky (2016). A particular challenge faced by such games is that the content and/or gameplay may
Barbara De Kegel, Mads Haahr
openaire +3 more sources
Procedural Generation for Divination and Inspiration [PDF]
This paper presents a series of experiments that map the expressive space of specific procedural generation techniques with playful aleatory interventions. They are tools for inspiration based on divinatory practices. This paper connects these ancient procedural techniques to contemporary technologies like Twitter bots. We challenge the limits of these
Pichlmair, Martin, Putney, Charlene
openaire +3 more sources
There have been considerable efforts in generating tree crown maps from satellite images. However, tree localization in urban environments using satellite imagery remains a challenging task.
Haoyu Gong +4 more
doaj +1 more source
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey
On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games ...
Werner Gaisbauer, Helmut Hlavacs
doaj +1 more source
Immersive Ocean: A Virtual Twin for Participatory Decision Support in Maritime Spatial Planning
Current Digital Twins of the Ocean rely predominantly on two-dimensional geoportal interfaces that constrain the spatial comprehension of complex marine environments.
Xavier Fonseca +6 more
doaj +1 more source

