Assisted race track procedural generation
Název práce v češtině: | Asistované procedurální generování závodních tratí |
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Název v anglickém jazyce: | Assisted race track procedural generation |
Klíčová slova: | Procedural generation|Runtime optimization|Mixed-initiative|Variable quality |
Klíčová slova anglicky: | Proceduralní generování|Runtime optimalizace|Smíšená iniciativa|Proměnlivá kvalita |
Akademický rok vypsání: | 2021/2022 |
Typ práce: | diplomová práce |
Jazyk práce: | angličtina |
Ústav: | Katedra softwaru a výuky informatiky (32-KSVI) |
Vedoucí / školitel: | Mgr. Martin Kahoun |
Řešitel: | Mgr. Petr Šimůnek - zadáno a potvrzeno stud. odd. |
Datum přihlášení: | 30.12.2021 |
Datum zadání: | 03.01.2022 |
Datum potvrzení stud. oddělením: | 04.01.2022 |
Datum a čas obhajoby: | 07.06.2022 09:00 |
Datum odevzdání elektronické podoby: | 05.05.2022 |
Datum odevzdání tištěné podoby: | 16.05.2022 |
Datum proběhlé obhajoby: | 07.06.2022 |
Oponenti: | Mgr. Vojtěch Černý |
Zásady pro vypracování |
A race track is a prominent feature of any racing game. For any player and/or designer of such a game, the most important aspect of a race track is overall shape of the track itself and fine tuned design of all its turns (profile, width, tilt, etc.).
However, track surroundings, while important to provide mood and atmosphere, do not need to be that detailed as they are not important for the gameplay. To alleviate designer's workload a procedural generation of the track's surroudings can be employed which will allow the designer to focus on the track's design itself. The goal of this thesis is to implement a system for procedural generation of a race track surroundings for an existing racing game. The generator should be able to create plausible landscape with zones (forest, plains, town, spectator stands, etc.) around the track (provided as user input) and populate them meaningfully with prefabs from a provided library. At any point, the generator should be able to fix some of the areas to prevent further changes, or be able to regenerate the whole map or parts of it with different settings. |
Seznam odborné literatury |
[1] Galin, E., et al. A Review of Digital Terrain Modeling. Computer Graphics Forum, 2019
[2] Smelik, R., et al. A Survey on Procedural Modeling for Virtual Worlds. Computer Graphics Forum 2014 [3] Hendrikx, M., et al. Procedural Content Generation for Games: A Survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP), 2013 [4] Loiacono, D., Cardamone, L., Lanzi, P. L. Automatic Track Generation for High-End Racing Games Using Evolutionary Computation. IEEE Transactions on Computational Intelligence and AI in Games, 2011 [5] Ebert, D., et al. Texturing and Modeling: A Procedural Approach: Third Edition, 2002 [6] Foley, J. D. et al. Computer Graphics: Principles and Practice, Third Edition, 2013 |