Related papers: Procedural Low-Poly Terrain Generation with Terrac…
A perturbative technique, the low-temperature expansion, is developed for matrix models of random surfaces. It can be applied to models with arbitrary target spaces, including ones with c>1. As a simple illustration, the series is worked…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Automated generation and (user) authoring of the realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM).…
Simulating bipartite games, such as the trust game, is not straightforward due to the lack of a natural way to distinguish roles in a single population. The square lattice topology can provide a simple yet elegant solution by alternating…
This paper introduces a method to extract a hierarchical tree representation from 3D unorganized polygonal data. The proposed approach first extracts a graph representation of the surface, which serves as the foundation for structural…
Despite the astonishing progress in generative AI, 4D dynamic object generation remains an open challenge. With limited high-quality training data and heavy computing requirements, the combination of hallucinating unseen geometry together…
3D shape generation is a challenging problem due to the high-dimensional output space and complex part configurations of real-world objects. As a result, existing algorithms experience difficulties in accurate generative modeling of 3D…
A translational surface is a tensor product surface constructed from two space curves by translating one along the other. These surfaces are common within geometric modeling and, since their description is parametric, it is desirable to…
Explorable 3D world generation from a single image or text prompt forms a cornerstone of spatial intelligence. Recent works utilize video model to achieve wide-scope and generalizable 3D world generation. However, existing approaches often…
A surface with boundary is randomly generated by gluing polygons along some of their sides. We show that its genus and number of boundary components asymptotically follow a bivariate normal distribution.
The visual world we sense, interpret and interact everyday is a complex composition of interleaved physical entities. Therefore, it is a very challenging task to generate vivid scenes of similar complexity using computers. In this work, we…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no…
Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is in the direction of learning representations for level…
Despite the remarkable developments achieved by recent 3D generation works, scaling these methods to geographic extents, such as modeling thousands of square kilometers of Earth's surface, remains an open challenge. We address this through…
Text-driven 3D scene generation holds promise for a wide range of applications, from virtual prototyping to AR/VR and simulation. However, existing methods are often constrained to single-object generation, require domain-specific training,…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
Generating accurate 3D models is a challenging problem that traditionally requires explicit learning from 3D datasets using supervised learning. Although recent advances have shown promise in learning 3D models from 2D images, these methods…