• Title/Summary/Keyword: Procedural Generation

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A Study on Texturing of Procedural Generation of based on Physically Based Materials (물리 기반 메터리얼을 기반으로 하는 절차적 생성 방식의 텍스쳐링에 관한 연구)

  • Younghun Lee
    • Journal of Information Technology Applications and Management
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    • v.30 no.6
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    • pp.143-155
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    • 2023
  • Procedural generation methods based on physical-based materials generate data by algorithms rather than manual through combinations with artist-generated assets based on computer-generated randomness algorithms. For this reason, the procedural generation method is mainly used to produce textures of 3D models in the field of computer graphics because it is easy to obtain the desired quality with little data. This study is a study on physical-based materials and procedural generation methods based on them. Physical-based materials are divided into Metallic/Roughness workflows and Specific/Glossiness workflows. These two methods produce the same results, which are more accurate based on the law of conservation of energy. The procedural generation method allows a natural texture to be obtained very quickly by texturing through a combination of a computer-generated random algorithm and an artist-generated asset based on various maps.

Interactive Design System for Automatic Generation of Procedural Patterns (절차적 패턴의 자동 생성을 위한 인터랙티브 디자인 시스템)

  • 강재구;황용호;홍현기
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.10
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    • pp.603-609
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    • 2004
  • Procedural texture has many advantages that its representation is extremely compact and unfixed in resolution. However, it can be difficult for an end-user having no programming skill to build and debug. This paper presents a new interactive design system for procedural texture generation. The user's interactive design process based on multi-layer operations is represented with a graph structure, which consists of the data node, the operation and the output. Since our system generates automatically a shading language, a user who is not acquainted with implicit concepts can make procedural texturing by using an intuitive and flexible interface. Simulation results showed that the proposed method can make a variety of texture patterns efficiently.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Create 3-Dimension Game World used Procedural Generation Algorithm (절차적 생성 알고리즘을 이용한 3차원 게임월드 제작)

  • Ko, Jung-Woon;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Dong-Yeop
    • Journal of Industrial Convergence
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    • v.16 no.1
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    • pp.35-40
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    • 2018
  • The procedural generation algorithm is an algorithm that automatically generates a content to be used in a game by repeatedly executing a series of rules. As the size of the game increases, the amount of content used in the game increases. Accordingly, artificial intelligence research is actively conducted to automatically generate game contents using game artificial intelligence such as procedural generation. In this paper, we propose an algorithm to create 3D game world using procedural generation. The proposed algorithm generates a two-dimensional contour in which the path is naturally connected using Perlin-Noise whose noise is gradually changed. A three-dimensional Height-Map is created based on the generated two-dimensional contour lines. The generated Height-Map show that the shape of the map is normal and that the player is able to move around all the sections as in the game world created by hand. In the future, we will improve the performance of algorithms and apply them to game.

Procedural Quest Generation by NPC in MMORPG (MMORPG에서 NPC중심의 절차적 퀘스트 생성)

  • Jeong, Bo-Gyun;Cho, Sung Hyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.19-28
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    • 2014
  • This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

Prototype of Procedural Quest Generation in Persistent RPG via Non-Player Character (영속적 RPG 게임에서 NPC중심의 창발적 서사 생성 연구)

  • Jeong, Bo-Gyun;Ryu, Eun-Seok;Kang, Sin-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.49-50
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    • 2014
  • 본 논문은 영속적 RPG게임에서 사용자에게 제공되는 퀘스트 유형의 절차적 생성 기법에 대한 연구이다. 영속적 월드(persistent world) 환경은, 게임 사용자를 포함한 다양한 게임 구성 자원간의 상호작용을 통해 서사를 생성하는 가상 월드의 특징을 가지고 있다. 본 실험은 서사의 핵심 자원인 NPC(Non-Player Character) 및 다양한 월드 자원들을 가진 가상의 영속적 월드 하에, NPC들이 창발적인 퀘스트를 지속적으로 생성하도록 하였다. 이를 통해 영속적 가상 월드의 NPC 자원들이 곳곳에서 창발적 퀘스트 유형을 지속적으로 생성하는 것을 확인 할 수 있었다.

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L-System Based Procedural Synthesis Method to Efficiently Generate Dense, Radial, and Concentric Cracks of Glass (유리의 미세, 방사상, 동심원 균열을 효율적으로 생성하기 위한 L-System 기반의 절차적 합성 방법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.1-7
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    • 2017
  • We propose a complex crack generation technique which is represented when impact is applied to glass. The crack patterns expressed when external forces are applied to the glass are classified into dense, radial, and concentric cracks, and we use procedural methods to efficiently represent crack patterns. Based on the input external force, we synthesize the crack example and apply the L-system based on this example to model the propagation shape of the crack in real time. Although physics based crack generation can analyze and model accurate cracks, it has a disadvantage of slow computation because of its high computational cost, and procedural methods have a relatively fast rate of continuity, but are not sufficient to capture accurate crack characteristics. We modeled cracks in glass using L-system to achieve both of these advantages. As a result, it realistically represented the microscopic crack patterns of glass in real time.

An Empirical Study on the Happiness of Generation MZ Employees in South Korea: Focusing on the Preceding Factors of Happiness and Engagement

  • Giha, Shin;Jaeryoung, Song
    • Asian Journal of Innovation and Policy
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    • v.11 no.3
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    • pp.363-396
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    • 2022
  • This study focuses on the happiness of the generation MZ of innovative enterprises, which are evaluated as the driving force of economic growth at a time when the value of happiness is emerging. Happiness is related to the prosperity and performance of the organization. However, MZ generation office workers, who account for 45% of the economically active population, are considered unhappy at work. Therefore, this study attempted to explore the preceding factors (organizational factors, relationship and communication factors, and personal factors) of happiness for the generation MZ of innovative enterprises and to examine the effect of happiness on employee engagement. For the study, 300 usable responses were collected from generation MZ working in innovative enterprises through an online survey. Research hypotheses and research questions were verified using SPSS 26.0 and AMOS 23.0. As a result, it was confirmed that procedural justice among the organizational factors, rewarding co-worker/supervisor relationship among the relationship/communication factors, and personal factors (meaningfulness of work, personal accomplishment) positively affected the MZ generation's workplace happiness. In particular, the meaningfulness of work, which corresponds to personal factors, exerted the most significant influence. In addition, in the case of happiness at the workplace, there was a positive effect on employee engagement, which was stronger in organizational engagement than in job engagement. As a result of examining the structural relationship between variables used in the study, it was found that procedural justice, rewarding co-worker/supervisor relationships, the meaningfulness of work, and personal accomplishment positively affected employee engagement through happiness. Through research, the importance of happiness at the workplace was suggested by systematically reviewing the preceding variables of happiness at the workplace and grasping the positive effects of happiness. In addition, the management measure of generation MZ employees of innovative enterprises was discussed, the necessity of research on happiness at the workplace was emphasized, and follow-up studies were proposed.

Interactive Design System for Procedural Texture Generation (절차적 텍스쳐 제작을 위한 인터랙티브 디자인 시스템)

  • 강재구;조청운;홍현기
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.724-726
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    • 2003
  • 절차적 텍스쳐링(procedural texturing) 방법은 프로그래밍 가능하게 설계되어 생산성이 높고 유연(flexible)하다는 장점이 있다. 그러나 설계가 복잡하고 프로그래밍에 익숙하지 않은 일반 사용자들이 사용하기 어렵다는 단점이 있다. 본 논문에서는 사용자가 프로그래밍 과정 없이 대화형 인터페이스를 통해 디자인하고 이를 쉐이딩 언어(shading language)로 변환해 주는 시스템을 제안한다. 사용자의 디자인 과정으로 여러 개의 기본 노드(node)와 관련된 연산으로 표현되며, 시스템에서 이를 변환하여 텍스쳐를 기술하는 쉐이딩 언어를 생성한다. 제안된 시스템은 일반 사용자에게 절차적인 텍스쳐링에 대한 직관적이고 유연한 인터페이스를 제공하며. 기본적인 기하 및 텍스쳐 요소(element)를 조합하여 다양한 텍스쳐를 효과적으로 생성하도록 한다.

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