Titulo Estágio
Procedural Content Generation in Games
Área Tecnológica
Jogos, HCI
Local do Estágio
DEI / CISUC
Enquadramento
Manual production of “3D Game
Art” is an
expensive task, justifiable when it requires special artistic
expressiveness or
distinctiveness. Yet, a significant part of game resources, usually
classified
as “game art”, could be generated from component models by applying
procedural
techniques. Typical examples are vegetation and terrain formations,
whose
geometry and animation can be based on fractal algorithms. Also,
parameterized
animation patterns can be used on models with similar geometry.
Objetivo
The
purpose of
this proposal is to map the space of possibilities in procedural game
content
generation, to identify opportunities and develop test cases based on
GPU
programming techniques.
Plano de Trabalhos - Semestre 1
A1. State of the art research - document identifying relevant SoA,
publications and software review, for the study of the problem at hand
A2. Detailed proposal drafting - detailed characterization of the
problem to be solved stating specific goals, assumptions and milestones
for the rest of the project
A3. Initial Design - identifications of quality attributes,
architectural drivers and initial design for the proposed solution,
including interaction models and user interface draft
Plano de Trabalhos - Semestre 2
A4. Prototyping - implementation and testing of a working prototype
A5. Evaluation - definition of evaluation criteria and method, performance and analysis
A6. Statement of Learning - production of thesis with process report and reflection on knowledge production
Condições
O estágio será realizado em laboratório no DEI.
O estágio não é remunerado.
Proposta idêntica encontra-se a concurso para Bolsa de Iniciação à Investigação.
Orientador
Licinio Roque
lir@dei.uc.pt 📩