title: Interactive Video Game Content Authoring using Procedural Methods

authors: Denny, Dacre Eliakim

subjects: computer graphics

abstract: This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games.

text: Interactive Video Game Content Authoring using Procedural Methods This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games.

year: 2010

title: To the centre of the earth?

authors: Barton, Barry

abstract: How far do the rights of a land owner extend upwards and downwards? The simple answer is expressed by the Latin maxim cuius est solum eius est usque ad coelum et ad inferos: to whom belongs the surface it belongs also all the way up to the sky and down to the depths. While this is familiar and conventional, there has been uncertainty about its application deep below the surface. Evolving technology makes this uncertainty more significant. A case of directional drilling, from the small British onshore oil industry (from Oxted, just south of London) has allowed the Supreme Court of the United Kingdom to clarify the vitality of the principle: Star Energy Weald Basin Ltd v Bocardo SA [2010] UKSC 35, 28 July 2010.

text: To the centre of the earth? How far do the rights of a land owner extend upwards and downwards? The simple answer is expressed by the Latin maxim cuius est solum eius est usque ad coelum et ad inferos: to whom belongs the surface it belongs also all the way up to the sky and down to the depths. While this is familiar and conventional, there has been uncertainty about its application deep below the surface. Evolving technology makes this uncertainty more significant. A case of directional drilling, from the small British onshore oil industry (from Oxted, just south of London) has allowed the Supreme Court of the United Kingdom to clarify the vitality of the principle: Star Energy Weald Basin Ltd v Bocardo SA [2010] UKSC 35, 28 July 2010.

year: 2010

title: Waiwhakareke Restoration Plantings: Establishment of Monitoring Plots 2005-06

authors: Grove, E.

subjects: New Zealand

abstract: Waiwhakareke Natural Heritage Park is being developed to reconstruct native lowland and wetland ecosystems as were once widespread in the Waikato Region. The 60ha Natural Heritage Park is located on the north-west outskirts of Hamilton City and includes a peat lake (Horseshoe Lake) which is surrounded by introduced willow trees. There is some native marginal vegetation around the lake, including rushes and sedges, and an extensive area of gently sloping pasture completes the catchment. The restoration and recreation of the native plant and animal communities is being lead by the Hamilton City Council in partnership with The University of Waikato, Wintec, Nga Mana Toopu o Kirikiriroa Limited Resource Management and Cultural Consultants and Tui 2000 (McQueen 2005; McQueen & Clarkson 2003).

text: Waiwhakareke Restoration Plantings: Establishment of Monitoring Plots 2005-06 Waiwhakareke Natural Heritage Park is being developed to reconstruct native lowland and wetland ecosystems as were once widespread in the Waikato Region. The 60ha Natural Heritage Park is located on the north-west outskirts of Hamilton City and includes a peat lake (Horseshoe Lake) which is surrounded by introduced willow trees. There is some native marginal vegetation around the lake, including rushes and sedges, and an extensive area of gently sloping pasture completes the catchment. The restoration and recreation of the native plant and animal communities is being lead by the Hamilton City Council in partnership with The University of Waikato, Wintec, Nga Mana Toopu o Kirikiriroa Limited Resource Management and Cultural Consultants and Tui 2000 (McQueen 2005; McQueen & Clarkson 2003).

year: 2006