3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository 3D graphics eBook - Course Materials Repository
Procedural generation 119 • Majesty:The Fantasy Kingdom Sim (2000) - Uses procedural generation for all levels and scenarios. • Seven Kingdoms (1997) - Uses procedural generation for levels. • Xconq - an open source strategy game and game engine. • Minecraft - The game world is procedurally generated as the player explores it, with the full size possible stretching out to be nearly eight times the surface area of the Earth before running into technical limits. [12] • Frozen Synapse - Levels in single player are mostly randomly generated, with bits and pieces that are constant in every generation. Multiplayer maps are randomly generated. Skirmish maps are randomly generated, and allow the player to change the algorithm used. • Atom Zombie Smasher - Levels are generated randomly. Games with yet unknown genre • Subversion (TBA) - Uses procedural generation to create cities on a given terrain. Third-person shooters • Just Cause (2006) - Game area is over 250000 acres (1000 km 2 ), created procedurally Almost entirely procedural games • .kkrieger (2004) • Synth video game (2009) - 100% procedural graphics and levels Games with miscellaneous procedural effects • ToeJam & Earl (1991) - The random levels were procedurally generated. • The Elder Scrolls III: Morrowind (2002) - Water effects are generated on the fly with procedural animation by the technique demonstrated in NVIDIA's "Water Interaction" demo. [13] • RoboBlitz (2006) for XBox360 live arcade and PC (Textures generated on the fly via ProFX) • Spore (2008) • Left 4 Dead (2008) - Certain events, item locations, and number of enemies are procedurally generated according to player statistics. • Borderlands (2009) - The weapons, items and some levels are procedurally generated based on individual players' current level. • Left 4 Dead 2 (2009) - Certain areas of maps are randomly generated and weather effects are dynamically altered based on current situation. • Star Trek Online (2010) - Star Trek Online procedurally generates new races, new objects, star systems and planets for exploration. The player can save the coordinates of a system they find, so that they can return or let other players find the system. • Terraria (2011) - Terraria procedurally generates a 2D landscape for the player to explore. • Invaders: Corruption (2010) - A free, procedurally generated arena-shooter
Procedural generation 120 References [1] "How does one get started with procedural generation?" (http:/ / stackoverflow. com/ questions/ 155069/ how-does-one-get-started-with-procedural-generation). stack overflow. . [2] Brian Eno (June 8, 1996). "A talk delivered in San Francisco, June 8, 1996" (http:/ / www. inmotionmagazine. com/ eno1. html). inmotion magazine. . Retrieved 2008-11-07. [3] Francis Spufford (October 18, 2003). "Masters of their universe" (http:/ / www. guardian. co. uk/ weekend/ story/ 0,3605,1064107,00. html). Guardian. . [4] http:/ / www. voxelogic. com [5] http:/ / www. procedural. com [6] http:/ / www. gamr7. com [7] http:/ / www. world-machine. com [8] http:/ / www. world-machine. com/ [9] Ian Bell's Text Elite Page (http:/ / www. iancgbell. clara. net/ elite/ text/ index. htm) [10] Jim Rossignol (February 24, 2009). "Interview: Codies on FUEL" (http:/ / www. rockpapershotgun. com/ 2009/ 02/ 24/ interview-codies-on-fuel/ ). rockpapershotgun.com. . Retrieved 2010-03-06. [11] http:/ / captive. atari. org/ Technical/ MapGen/ Introduction. php [12] http:/ / notch. tumblr. com/ post/ 458869117/ how-saving-and-loading-will-work-once-infinite-is-in [13] "NVIDIA Water Interaction Demo" (http:/ / http. download. nvidia. com/ developer/ SDK/ Individual_Samples/ 3dgraphics_samples. html#WaterInteraction). NVIDIA. 2003. . Retrieved 2007-10-08. External links • The Future Of Content (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=5570) - Will Wright keynote on Spore & procedural generation at the Game Developers Conference 2005. (registration required to view video). • Darwinia (http:/ / www. darwinia. co. uk/ ) - development diary (http:/ / www. darwinia. co. uk/ extras/ development. html) procedural generation of terrains and trees. • Filter Forge tutorial at The Photoshop Roadmap (http:/ / www. photoshoproadmap. com/ Photoshop-blog/ 2006/ 08/ 30/ creating-a-wet-and-muddy-rocks-texture/ ) • Procedural Graphics - an introduction by in4k (http:/ / in4k. untergrund. net/ index. php?title=Procedural_Graphics_-_an_introduction) • Texturing & Modeling:A Procedural Approach (http:/ / cobweb. ecn. purdue. edu/ ~ebertd/ book2e. html) • Ken Perlin's Discussion of Perlin Noise (http:/ / www. noisemachine. com/ talk1/ ) • Weisstein, Eric W., " Elementary Cellular Automaton (http:/ / mathworld. wolfram. com/ ElementaryCellularAutomaton. html)" from MathWorld. • The HVox Engine: Procedural Volumetric Terrains on the Fly (2004) (http:/ / www. gpstraces. com/ sven/ HVox/ hvox. news. html) • Procedural Content Generation Wiki (http:/ / pcg. wikidot. com/ ): a community dedicated to documenting, analyzing, and discussing all forms of procedural content generation. • Procedural Trees and Procedural Fire in a Virtual World (http:/ / software. intel. com/ en-us/ articles/ procedural-trees-and-procedural-fire-in-a-virtual-world/ ): A white paper on creating procedural trees and procedural fire using the Intel Smoke framework • A Real-Time Procedural Universe (http:/ / www. gamasutra. com/ view/ feature/ 3098/ a_realtime_procedural_universe_. php) a tutorial on generating procedural planets in real-time
- Page 73 and 74: Lambert's cosine law 68 than would
- Page 75 and 76: Lambertian reflectance 70 Lambertia
- Page 77 and 78: Level of detail 72 Well known appro
- Page 79 and 80: Level of detail 74 Hierarchical LOD
- Page 81 and 82: Newell's algorithm 76 Newell's algo
- Page 83 and 84: Non-uniform rational B-spline 78 Us
- Page 85 and 86: Non-uniform rational B-spline 80 of
- Page 87 and 88: Non-uniform rational B-spline 82 ar
- Page 89 and 90: Non-uniform rational B-spline 84 Ex
- Page 91 and 92: Normal mapping 86 How it works To c
- Page 93 and 94: OrenNayar reflectance model 88 Oren
- Page 95 and 96: OrenNayar reflectance model 90 , ,
- Page 97 and 98: Painter's algorithm 92 The algorith
- Page 99 and 100: Parallax mapping 94 • Parallax Ma
- Page 101 and 102: Particle system 96 A cube emitting
- Page 103 and 104: Path tracing 98 History Further inf
- Page 105 and 106: Path tracing 100 Scattering distrib
- Page 107 and 108: Phong reflection model 102 Visual i
- Page 109 and 110: Phong reflection model 104 Because
- Page 111 and 112: Phong shading 106 Visual illustrati
- Page 113 and 114: Photon mapping 108 Rendering (2nd p
- Page 115 and 116: Photon tracing 110 Advantages and d
- Page 117 and 118: Potentially visible set 112 • Can
- Page 119 and 120: Potentially visible set 114 Externa
- Page 121 and 122: Procedural generation 116 increases
- Page 123: Procedural generation 118 • Softi
- Page 127 and 128: Procedural texture 122 Self-organiz
- Page 129 and 130: Procedural texture 124 References [
- Page 131 and 132: 3D projection 126 The distance of t
- Page 133 and 134: Quaternions and spatial rotation 12
- Page 135 and 136: Quaternions and spatial rotation 13
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- Page 145 and 146: Radiosity 140 Overview of the radio
- Page 147 and 148: Radiosity 142 This is sometimes kno
- Page 149 and 150: Radiosity 144 References [1] " Mode
- Page 151 and 152: Ray casting 146 the light will reac
- Page 153 and 154: Ray tracing 148 Typically, each ray
- Page 155 and 156: Ray tracing 150 independence of eac
- Page 157 and 158: Ray tracing 152 On June 12, 2008 In
- Page 159 and 160: Reflection 154 Reflection Reflectio
- Page 161 and 162: Reflection 156 Glossy Reflection Fu
- Page 163 and 164: Reflection mapping 158 Cube mapping
- Page 165 and 166: Render Output unit 160 Render Outpu
- Page 167 and 168: Rendering 162 • indirect illumina
- Page 169 and 170: Rendering 164 Ray tracing Ray traci
- Page 171 and 172: Rendering 166 Academic core The imp
- Page 173 and 174: Rendering 168 • 1984 Distributed
Procedural generation 119<br />
• Majesty:The Fantasy Kingdom Sim (2000) - Uses procedural generation for all levels and scenarios.<br />
• Seven Kingdoms (1997) - Uses procedural generation for levels.<br />
• Xconq - an open source strategy game and game engine.<br />
• Minecraft - The game world is procedurally generated as the player explores it, with the full size possible<br />
stretching out to be nearly eight times the surface area of the Earth before running into technical limits. [12]<br />
• Frozen Synapse - Levels in single player are mostly randomly generated, with bits and pieces that are constant in<br />
every generation. Multiplayer maps are randomly generated. Skirmish maps are randomly generated, and allow<br />
the player to change the algorithm used.<br />
• Atom Zombie Smasher - Levels are generated randomly.<br />
Games with yet unknown genre<br />
• Subversion (TBA) - Uses procedural generation to create cities on a given terrain.<br />
Third-person shooters<br />
• Just Cause (2006) - Game area is over 250000 acres (1000 km 2 ), created procedurally<br />
Almost entirely procedural games<br />
• .kkrieger (2004)<br />
• Synth video game (2009) - 100% procedural <strong>graphics</strong> and levels<br />
Games with miscellaneous procedural effects<br />
• ToeJam & Earl (1991) - The random levels were procedurally generated.<br />
• The Elder Scrolls III: Morrowind (2002) - Water effects are generated on the fly with procedural animation by the<br />
technique demonstrated in NVIDIA's "Water Interaction" demo. [13]<br />
• RoboBlitz (2006) for XBox360 live arcade and PC (Textures generated on the fly via ProFX)<br />
• Spore (2008)<br />
• Left 4 Dead (2008) - Certain events, item locations, and number of enemies are procedurally generated according<br />
to player statistics.<br />
• Borderlands (2009) - The weapons, items and some levels are procedurally generated based on individual players'<br />
current level.<br />
• Left 4 Dead 2 (2009) - Certain areas of maps are randomly generated and weather effects are dynamically altered<br />
based on current situation.<br />
• Star Trek Online (2010) - Star Trek Online procedurally generates new races, new objects, star systems and<br />
planets for exploration. The player can save the coordinates of a system they find, so that they can return or let<br />
other players find the system.<br />
• Terraria (2011) - Terraria procedurally generates a 2D landscape for the player to explore.<br />
• Invaders: Corruption (2010) - A free, procedurally generated arena-shooter