Geração Procedimental de Mundos 3D Infinitos para Jogos

Detalhes bibliográficos
Autor(a) principal: Luís Miguel Coelho e Magalhães
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/106117
Resumo: Procedural Generation is commonly used to develop mass content, in a parametrized way. It hasbeen used over the last few years for the creation of, for example, 3D objects, and realistic orartificial natural environments.Although some recent digital games, such as Minecraft or No Man's Sky present infinite worldsgeneration, these lack complex structures, such as roads, rivers or cities. Furthermore, scientificstudies on the area of procedural [world] generation are not yet focused on infinite generation,particularly the study of infinite game worlds.Given that infinite worlds cannot be generated as a whole - since memory and expected generationtimes are limited -, those must be generated in a fractioned manner. As such, the mainissue when generating these worlds is to maintain continuity and consistency of continuous elementsthat cross the borders of generated content, such as roads or cities. With this in mind, oncethis problem is overcome, the generation of infinite worlds might be applied to open worlds fordigital games, virtual simulators (for example, combat of flight simulators), virtual tourism, urbanplanning, publicity or even decorative art.This work presents a deterministic approach to procedurally generate an infinite and complexgame world, battling the continuity issue that arises with infinite worlds and bridging the gapbetween the vast knowledge applied to finite environments and infinite procedural generation. Itwill survey the existing methods to procedurally generate game worlds and composing elements,followed by the methodologies and proposed approaches to solve continuity problems, along withthe work plan and the tools to be used.
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spelling Geração Procedimental de Mundos 3D Infinitos para JogosEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringProcedural Generation is commonly used to develop mass content, in a parametrized way. It hasbeen used over the last few years for the creation of, for example, 3D objects, and realistic orartificial natural environments.Although some recent digital games, such as Minecraft or No Man's Sky present infinite worldsgeneration, these lack complex structures, such as roads, rivers or cities. Furthermore, scientificstudies on the area of procedural [world] generation are not yet focused on infinite generation,particularly the study of infinite game worlds.Given that infinite worlds cannot be generated as a whole - since memory and expected generationtimes are limited -, those must be generated in a fractioned manner. As such, the mainissue when generating these worlds is to maintain continuity and consistency of continuous elementsthat cross the borders of generated content, such as roads or cities. With this in mind, oncethis problem is overcome, the generation of infinite worlds might be applied to open worlds fordigital games, virtual simulators (for example, combat of flight simulators), virtual tourism, urbanplanning, publicity or even decorative art.This work presents a deterministic approach to procedurally generate an infinite and complexgame world, battling the continuity issue that arises with infinite worlds and bridging the gapbetween the vast knowledge applied to finite environments and infinite procedural generation. Itwill survey the existing methods to procedurally generate game worlds and composing elements,followed by the methodologies and proposed approaches to solve continuity problems, along withthe work plan and the tools to be used.2017-07-142017-07-14T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/106117TID:201800438engLuís Miguel Coelho e Magalhãesinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:00:00Zoai:repositorio-aberto.up.pt:10216/106117Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:31:26.033607Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Geração Procedimental de Mundos 3D Infinitos para Jogos
title Geração Procedimental de Mundos 3D Infinitos para Jogos
spellingShingle Geração Procedimental de Mundos 3D Infinitos para Jogos
Luís Miguel Coelho e Magalhães
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Geração Procedimental de Mundos 3D Infinitos para Jogos
title_full Geração Procedimental de Mundos 3D Infinitos para Jogos
title_fullStr Geração Procedimental de Mundos 3D Infinitos para Jogos
title_full_unstemmed Geração Procedimental de Mundos 3D Infinitos para Jogos
title_sort Geração Procedimental de Mundos 3D Infinitos para Jogos
author Luís Miguel Coelho e Magalhães
author_facet Luís Miguel Coelho e Magalhães
author_role author
dc.contributor.author.fl_str_mv Luís Miguel Coelho e Magalhães
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Procedural Generation is commonly used to develop mass content, in a parametrized way. It hasbeen used over the last few years for the creation of, for example, 3D objects, and realistic orartificial natural environments.Although some recent digital games, such as Minecraft or No Man's Sky present infinite worldsgeneration, these lack complex structures, such as roads, rivers or cities. Furthermore, scientificstudies on the area of procedural [world] generation are not yet focused on infinite generation,particularly the study of infinite game worlds.Given that infinite worlds cannot be generated as a whole - since memory and expected generationtimes are limited -, those must be generated in a fractioned manner. As such, the mainissue when generating these worlds is to maintain continuity and consistency of continuous elementsthat cross the borders of generated content, such as roads or cities. With this in mind, oncethis problem is overcome, the generation of infinite worlds might be applied to open worlds fordigital games, virtual simulators (for example, combat of flight simulators), virtual tourism, urbanplanning, publicity or even decorative art.This work presents a deterministic approach to procedurally generate an infinite and complexgame world, battling the continuity issue that arises with infinite worlds and bridging the gapbetween the vast knowledge applied to finite environments and infinite procedural generation. Itwill survey the existing methods to procedurally generate game worlds and composing elements,followed by the methodologies and proposed approaches to solve continuity problems, along withthe work plan and the tools to be used.
publishDate 2017
dc.date.none.fl_str_mv 2017-07-14
2017-07-14T00:00:00Z
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dc.identifier.uri.fl_str_mv https://repositorio-aberto.up.pt/handle/10216/106117
TID:201800438
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dc.format.none.fl_str_mv application/pdf
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instacron:RCAAP
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