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Procedural Content Generation for Games
Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank. -
Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Comparative Analysis of Human Modeling Tools Emilie Poirson, Mathieu Delangle
Comparative analysis of human modeling tools Emilie Poirson, Mathieu Delangle To cite this version: Emilie Poirson, Mathieu Delangle. Comparative analysis of human modeling tools. International Digital Human Modeling Symposium, Jun 2013, Ann Arbor, United States. hal-01240890 HAL Id: hal-01240890 https://hal.archives-ouvertes.fr/hal-01240890 Submitted on 24 Dec 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Comparative analysis of human modeling tools Emilie Poirson & Matthieu Delangle LUNAM, IRCCYN, Ecole Centrale de Nantes, France April 25, 2013 Abstract sometimes a multitude of functions that are not suitable for his application case. Digital Human Modeling tools simulate a task performed by a human in a virtual environment and provide useful The first step of our study consisted in listing all indicators for ergonomic, universal design and represen- the comparable software and to select the comparison tation of product in situation. The latest developments criteria. Then a list of indicators is proposed, in three in this field are in terms of appearance, behaviour and major categories: degree of realism, functions and movement. With the considerable increase of power com- environment. Based on software use, literature searches puters,some of these programs incorporate a number of [7] and technical reports ([8], [9], [10], for example), the key details that make the result closer and closer to a real table of indicator is filled and coded from text to a quinary situation. -
Christian Otten
CHRISTIAN OTTEN 3D GENERALIST PORTFOLIO 2018 Demo Scene - Apothecary Modelled with Maya | ngplant 2017 Rendered with Corona for C4D Compositing with Nuke demo scene - sector 51 Modelled with Maya | Cinema 4D 2017 Rendered with Corona for C4D Compositing with After Effects (Lens Flares) and Nuke demo scene - wynyard Modelled with Maya | zBrush | ngplant 2017 Rendered with Vray (Raven) and Corona Compositing with Nuke prototype Modelled with Cinema 4D 2018 Rendered with Corona Compositing with Nuke interiors Modelled with Cinema 4D | 3D Studio Max 2014-2018 Rendered with Corona | Vray | C4D Physical Renderer Compositing with Photoshop | Nuke exteriors Modelled with Cinema 4D | Maya | zbrush | ngplant 2011-2018 Rendered with Corona | Vray | C4D Physical Renderer Compositing with Photoshop | Nuke fantasy Modelled with Cinema 4D | zBrush | ngplant | makehuman 2011-2018 Rendered with Corona | C4D Physical Renderer Compositing with Photoshop | darktable | Nuke futuristic Modelled with Cinema 4D | zBrush 2012-2015 Rendered with C4D Physical Renderer Compositing with Photoshop For a more comprehensive portfolio feel free to visit: christianotten.daportfolio.com or ignisferroque.cgsociety.org A few animated experiments are available on: https://vimeo.com/christianotten All models, scenes and materials presented here where made by me, unless stated otherwise. Photo textures from cgtextures.com Thank you for watching! CHRISTIAN OTTEN Curriculum Vitae PERSONAL INFORMATION EDUCATION: Date of Birth: 09.09.1984 2016-2017 3D Animation and VFX course Place -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
A Procedural Interface Wrapper for Houdini Engine in Autodesk Maya
A PROCEDURAL INTERFACE WRAPPER FOR HOUDINI ENGINE IN AUTODESK MAYA A Thesis by BENJAMIN ROBERT HOUSE Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, André Thomas Committee Members, John Keyser Ergun Akleman Head of Department, Tim McLaughlin May 2019 Major Subject: Visualization Copyright 2019 Benjamin Robert House ABSTRACT Game development studios are facing an ever-growing pressure to deliver quality content in greater quantities, making the automation of as many tasks as possible an important aspect of modern video game development. This has led to the growing popularity of integrating procedural workflows such as those offered by SideFX Software’s Houdini FX into the already established de- velopment pipelines. However, the current limitations of the Houdini Engine plugin for Autodesk Maya often require developers to take extra steps when creating tools to speed up development using Houdini. This hinders the workflow for developers, who have to design their Houdini Digi- tal Asset (HDA) tools around the limitations of the Houdini Engine plugin. Furthermore, because of the implementation of the HDA’s parameter display in Maya’s Attribute Editor when using the Houdini Engine Plugin, artists can easily be overloaded with too much information which can in turn hinder the workflow of any artists who are using the HDA. The limitations of an HDA used in the Houdini Engine Plugin in Maya as a tool that is intended to improve workflow can actually frustrate and confuse the user, ultimately causing more harm than good. -
Easy Facial Rigging and Animation Approaches
Pedro Tavares Barata Bastos EASY FACIAL RIGGING AND ANIMATION APPROACHES A dissertation in Computer Graphics and Human-Computer Interaction Presented to the Faculty of Engineering of the University of Porto in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Digital Media Supervisor: Prof. Verónica Costa Orvalho April 2015 ii This work is financially supported by Fundação para a Ciência e a Tecnologia (FCT) via grant SFRH/BD/69878/2010, by Fundo Social Europeu (FSE), by Ministério da Educação e Ciência (MEC), by Programa Operacional Potencial Humano (POPH), by the European Union (EU) and partially by the UT Austin | Portugal program. Abstract Digital artists working in character production pipelines need optimized facial animation solutions to more easily create appealing character facial expressions for off-line and real- time applications (e.g. films and videogames). But the complexity of facial animation has grown exponentially since it first emerged during the production of Toy Story (Pixar, 1995), due to the increasing demand of audiences for better quality character facial animation. Over the last 15 to 20 years, companies and artists developed various character facial animation techniques in terms of deformation and control, which represent a fragmented state of the art in character facial rigging. Facial rigging is the act of planning and building the mechanical and control structures to animate a character's face. These structures are the articulations built by riggers and used by animators to bring life to a character. Due to the increasing demand of audiences for better quality facial animation in films and videogames, rigging faces became a complex field of expertise within character production pipelines. -
Mi Army Maya Download Crack
Mi Army Maya Download Crack Mi Army Maya Download Crack 1 / 2 Copy video URL Copy embed code Report issue · Powered by Streamable. Mi Army For Maya Download Crack ->>> http://urllie.com/wn9ff 42 views.. Miarmy 6.2 for Autodesk Maya | crowd-simulation plugin for Maya https://goo.gl/uWs11s More plugin .... Miarmy for maya. Bored of creating each separate models for warfield or fight. Now it's easy to create army. This plug-in is useful for creating armies reducing the .... 11.6MB Miarmy (named My Army) is a Maya plugin for crowd simulation AI behavioral animation creature physical .. KickassTorrents - Download torrent from .... free software downloadfree software download sitespc software free download full ... Miarmy (named “My Army”) is a Maya plugin for crowd simulation, AI, .... It's fast, fluid, intuitive, and designed to let you do what you want, the way you want. What you will get: Miarmy Express; Installation Guide; Free License .... Used to kill for MOD, MI ARMY, FBM, PB ADDICTS, ALL STAR KIDZ. Godonthefield is offline Miarmy pro maya 2011 torrent download, miarmy for maya .... Plugins Reviews and Download free for CG Softwares ... Basefount released Miarmy 7 with Maya 2019 Support. CGRecord ... Basefount released the new update of its crowd simulation tool for Autodesk Maya - Miarmy 7.. Plugins Reviews and Download free for CG Softwares ... [ #Autodesk #Maya #Basefount #Miarmy #Crowd #Simulation ]. Basefount has released Miarmy 6.5, the latest update to its crowd-simulation system for Maya with .... ... and Software Crack Full Version Title Download Android Games / PC Games and Software Crack Full Version: Miarmy 3.0 for Autodesk Maya Link Download. -
AUTOR: Trabajo De Titulación Previo a La
FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO TEMA: “Propuesta para la creación de una empresa productora y comercializadora de réplicas de figuras a tamaño escala en 3D en la ciudad de Santiago de Guayaquil” AUTOR: García Ruiz, Andrés Alexander. Trabajo de titulación previo a la obtención del título de INGENIERO EN DESARROLLO DE NEGOCIOS BILINGüE. TUTOR: Ing. Rolando Farfán Vera, MAE Guayaquil, Ecuador. 18 de febrero del 2019. FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO CERTIFICACIÓN Certificamos que el presente trabajo de titulación fue realizado en su totalidad por García Ruiz Andrés Alexander, como requerimiento para la obtención del título de Ingeniero en Desarrollo de Negocios Bilingüe. TUTOR f. ______________________ Ing. Rolando Farfán Vera, MAE. DIRECTOR DE LA CARRERA f. ______________________ CPA. Cecilia Vélez Barros, Mgs. Guayaquil, 18 de febrero del 2019 FACULTAD DE ESPECIALIDADE EMPRESARIALES CARRERA DE EMPRENDIMIENTO DECLARACIÓN DE RESPONSABILIDAD Yo, García Ruiz Andrés Alexander. DECLARO QUE: El Trabajo de Titulación, “Propuesta para la creación de una empresa productora y comercializadora de réplicas de figuras a tamaño escala en 3D en la ciudad de Santiago de Guayaquil”, previo a la obtención del título de Ingeniero en Desarrollo de Negocios Bilingüe, ha sido desarrollado respetando derechos intelectuales de terceros conforme las citas que constan en el documento, cuyas fuentes se incorporan en las referencias o bibliografías. Consecuentemente este trabajo es de mi total autoría. En virtud de esta declaración, me responsabilizo del contenido, veracidad y alcance del Trabajo de Titulación referido. Guayaquil, 18 de febrero del 2019 EL AUTOR f. ______________________________ García Ruiz Andrés Alexander. FACULTAD DE ESPECIALIDADES EMPRESARIALES CARRERA DE EMPRENDIMIENTO AUTORIZACIÓN Yo, García Ruiz Andrés Alexander. -
Spatial Reconstruction of Biological Trees from Point Cloud Jayakumaran Ravi Purdue University
Purdue University Purdue e-Pubs Open Access Theses Theses and Dissertations January 2016 Spatial Reconstruction of Biological Trees from Point Cloud Jayakumaran Ravi Purdue University Follow this and additional works at: https://docs.lib.purdue.edu/open_access_theses Recommended Citation Ravi, Jayakumaran, "Spatial Reconstruction of Biological Trees from Point Cloud" (2016). Open Access Theses. 1190. https://docs.lib.purdue.edu/open_access_theses/1190 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. SPATIAL RECONSTRUCTION OF BIOLOGICAL TREES FROM POINT CLOUDS A Thesis Submitted to the Faculty of Purdue University by Jayakumaran Ravi In Partial Fulfillment of the Requirements for the Degree of Master of Science May 2016 Purdue University West Lafayette, Indiana ii Dedicated to my parents and my brother who always motivate me to give my best in whatever I choose to do. iii ACKNOWLEDGMENTS Firstly, I would like to thank Dr. Bedrich Benes - my advisor - for giving me the opportunity to work at the High Performance Computer Graphics (HPCG) lab. He gave me the best possible support during my stay here and was kind enough to overlook my mistakes. These past years have been one of the best learning opportunities of my life. I learnt a great deal from all my former and current lab members who are exceptionally talented and smart. I thank Dr. Peter Hirst for giving me the opportunity to work with his team and for also sending us apples from the farm during harvest season. I thank Biying Shi and Fatemeh Sheibani for going with me to the field and helping me with the tree scanning under various weather conditions. -
Daniel Mccann Graphics Programmer
Daniel McCann Graphics Programmer https://github.com/mccannd EXPERIENCE SKILLS Bentley Systems, Exton PA — Software Engineering Intern CPU Languages: C++, May 2017 - August 2017 Javascript/Typescript, Transitioned to physically-based materials for an in-development rendering Python, Java engine, backwards-compatible with OpenGL ES 2.0 and the standard used by GPU API: OpenGL & Analytical Graphics, Inc.’s Cesium engine. GLSL,Vulkan, CUDA University of Pennsylvania, Philadelphia — Teaching Assistant, Multiple Classes May 2015 - PRESENT Game Engines: Unreal 4, Unity CIS 566, Procedural Graphics, current: responsible for several lectures, homework basecode creation, grading, office hours. Proprietary Graphics CIS 110, Introductory Computer Science, 5 semesters: responsible for grading, Software: Substance weekly lectures in Fall and Spring semesters, daily lectures in Summer semester, Designer, Substance office hours. Painter, ZBrush, FNAR 235, Introductory and Advanced 3D Modelling, 3 semesters: responsible for Autodesk Maya, teaching and tutoring 3D software design and artistic skills, and critique. Focus on Photoshop Autodesk Maya, ZBrush, Mental Ray and Arnold Renderers, texturing tools. Shaders, Proceduralism, Strong artistic sense EDUCATION and communication University of Pennsylvania, Philadelphia — MSE, Computer Graphics + Games Tech. skills. August 2017 - May 2018 Expected Graduation University of Pennsylvania, Philadelphia — BSE, Digital Media Design August 2013 - May 2017 Relevant Classes: UPenn’s DMD is an interdisciplinary major for programmers interested in - CIS 565 GPU animation, games, and computer graphics in general. programming & architecture PROJECTS - CIS 700 procedural graphics Project Marshmallow — Fall 2017 A Vulkan implementation of the Siggraph 2017 “Nubis” paper for rendering - CIS 560 physically atmospheric clouds in 60+FPS for games. The clouds are fully procedural, based rendering animated, photoreal, and cast shadows on objects in the scene. -
HP and Autodesk Create Stunning Digital Media and Entertainment with HP Workstations
HP and Autodesk Create stunning digital media and entertainment with HP Workstations. Does your workstation meet your digital Performance: Advanced compute and visualization power help speed your work, beat deadlines, and meet expectations. At the heart of media challenges? HP Z Workstations are the new Intel® processors with advanced processor performance technologies and NVIDIA Quadro professional It’s no secret that the media and entertainment industry is constantly graphics cards with the NVIDIA CUDA parallel processing architecture; evolving, and the push to deliver better content faster is an everyday delivering real-time previewing and editing of native, high-resolution challenge. To meet those demands, technology matters—a lot. You footage, including multiple layers of 4K video. Intel® Turbo Boost1 need innovative, high-performing, reliable hardware and software tools is designed to enhance the base operating frequency of processor tuned to your applications so your team can create captivating content, cores, providing more processing speed for single and multi-threaded meet tight production schedules, and stay on budget. HP offers an applications. The HP Z Workstation cooling design enhances this expansive portfolio of integrated workstation hardware and software performance. solutions designed to maximize the creative capabilities of Autodesk® software. Together, HP and Autodesk help you create stunning digital Reliability: HP product testing includes application performance, media. graphics and comprehensive ISV certification for maximum productivity. All HP Workstations come with a limited 3-year parts, 3-year labor and The HP Difference 3-year onsite service (3/3/3) standard warranty that is extendable up to 5 years.2 You can be confident in your HP and Autodesk solution.