Related papers: Procedural Low-Poly Terrain Generation with Terrac…
Topological abstractions offer a method to summarize the behavior of vector fields but computing them robustly can be challenging due to numerical precision issues. One alternative is to represent the vector field using a discrete approach,…
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface…
The game and movie industries always face the challenge of reproducing materials. This problem is tackled by combining illumination models and various textures (painted or procedural patterns). Gnerating stochastic wall patterns is crucial…
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…
Current approaches to pose generation rely heavily on intermediate representations, either through two-stage pipelines with quantization or autoregressive models that accumulate errors during inference. This fundamental limitation leads to…
The success of various applications including robotics, digital content creation, and visualization demand a structured and abstract representation of the 3D world from limited sensor data. Inspired by the nature of human perception of 3D…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
We tackle the problem of texture synthesis in the setting where many input images are given and a large-scale output is required. We build on recent generative adversarial networks and propose two extensions in this paper. First, we propose…
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating…
Traditionally, the geometric multigrid method is used with nested levels. However, the construction of a suitable hierarchy for very fine and unstructured grids is, in general, highly non-trivial. In this scenario, the non-nested multigrid…
The representation of parallax on virtual environment is still a problem to be studied. Common algorithms, such as Bump Mapping, Parallax Mapping and Displacement Mapping, treats this problem for small disparity between a real object and a…
Urban modeling is essential for city planning, scene synthesis, and gaming. Existing image-based methods generate diverse layouts but often lack geometric continuity and scalability, while graph-based methods capture structural relations…
Procedural textures are normally generated from mathematical models with parameters carefully selected by experienced users. However, for naive users, the intuitive way to obtain a desired texture is to provide semantic descriptions such as…
We propose a method to generate 3D shapes using point clouds. Given a point-cloud representation of a 3D shape, our method builds a kd-tree to spatially partition the points. This orders them consistently across all shapes, resulting in…
In many areas of applied geometric/numeric computational mathematics, including geo-mapping, computer vision, computer graphics, finite element analysis, medical imaging, geometric design, and solid modeling, one has to compute incidences,…
Pathfinding is a very popular area in computer game development. While two-dimensional (2D) pathfinding is widely applied in most of the popular game engines, little implementation of real three-dimensional (3D) pathfinding can be found.…
Texture synthesis is a fundamental problem in computer graphics that would benefit various applications. Existing methods are effective in handling 2D image textures. In contrast, many real-world textures contain meso-structure in the 3D…
Predictive models can be particularly helpful for robots to effectively manipulate terrains in construction sites and extraterrestrial surfaces. However, terrain state representations become extremely high-dimensional especially to capture…
Attaining animal-like legged locomotion on rough outdoor terrain with sparse foothold affordances -a primary use-case for legs vs other forms of locomotion- is a largely open problem. New advancements in control and perception have enabled…
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at…