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Thesis details
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Assisted race track procedural generation
Thesis title in Czech: Asistované procedurální generování závodních tratí
Thesis title in English: Assisted race track procedural generation
Key words: Procedural generation|Runtime optimization|Mixed-initiative|Variable quality
English key words: Proceduralní generování|Runtime optimalizace|Smíšená iniciativa|Proměnlivá kvalita
Academic year of topic announcement: 2021/2022
Thesis type: diploma thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Martin Kahoun
Author: Mgr. Petr Šimůnek - assigned and confirmed by the Study Dept.
Date of registration: 30.12.2021
Date of assignment: 03.01.2022
Confirmed by Study dept. on: 04.01.2022
Date and time of defence: 07.06.2022 09:00
Date of electronic submission:05.05.2022
Date of submission of printed version:16.05.2022
Date of proceeded defence: 07.06.2022
Opponents: Mgr. Vojtěch Černý
 
 
 
Guidelines
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.
References
[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
 
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