The algorithmic beauty of plants
The algorithmic beauty of plants
ACM SIGGRAPH 2003 Papers
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Grid Service Based on GIMP for Processing Remote Sensing Images
SYNASC '06 Proceedings of the Eighth International Symposium on Symbolic and Numeric Algorithms for Scientific Computing
Picbreeder: evolving pictures collaboratively online
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive genetic engineering of evolved video game content
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Artistic Emulation - Filter Blending for Painterly Rendering
PSIVT '10 Proceedings of the 2010 Fourth Pacific-Rim Symposium on Image and Video Technology
What is procedural content generation?: Mario on the borderline
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Interactive evolution for the procedural generation of tracks in a high-end racing game
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Preferred color reproduction based on personal histogram transformation
IEEE Transactions on Consumer Electronics
Comparison of scoring methods for interactive evolutionary computation based image retouching system
Proceedings of the 14th annual conference companion on Genetic and evolutionary computation
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Recently, the production of big games usually requires lots of money but it is very difficult to gain attention from players. Although gamers expectations are very high, game companies resource is limited to maximize the quality of the games. Mod (game contents editing) can be one of the solutions to this problem. It makes gamers satisfy themselves from creating and sharing their Mod. It increases gamers playing time and sales. But there are only few users who have knowledge and special ability to create Mod. So most gamers just use Mod made by someone else. In this paper, we propose a method to generate Mod for 3D game objects and textures. Our method enables the construction of a 3-dimension object using the grown building footprints by L-system, and it also provides a web-based interactive genetic algorithm interface to users for changing shape. Furthermore, it also provides a function to evolve various texture images from an original texture file. We demonstrated the possibility of our systems using TORCS (The Open Racing Car Simulator). These results reveal that 3D objects and textures can be created from our method by amateur users.