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Game Level Layout from Design Specification
EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1. -
Using Typography and Iconography to Express Emotion
Using typography and iconography to express emotion (or meaning) in motion graphics as a learning tool for ESL (English as a second language) in a multi-device platform. A thesis submitted to the School of Visual Communication Design, College of Communication and Information of Kent State University in partial fulfillment of the requirements for the degree of Master of Fine Arts by Anthony J. Ezzo May, 2016 Thesis written by Anthony J. Ezzo B.F.A. University of Akron, 1998 M.F.A., Kent State University, 2016 Approved by Gretchen Caldwell Rinnert, M.G.D., Advisor Jaime Kennedy, M.F.A., Director, School of Visual Communication Design Amy Reynolds, Ph.D., Dean, College of Communication and Information TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................... iii LIST OF FIGURES ............................................................................................ v LIST OF TABLES .............................................................................................. v ACKNOWLEDGEMENTS ................................................................................ vi CHAPTER 1. THE PROBLEM .......................................................................................... 1 Thesis ..................................................................................................... 6 2. BACKGROUND AND CONTEXT ............................................................. 7 Understanding The Ell Process .............................................................. -
3D Graphics Fundamentals
11BegGameDev.qxd 9/20/04 5:20 PM Page 211 chapter 11 3D Graphics Fundamentals his chapter covers the basics of 3D graphics. You will learn the basic concepts so that you are at least aware of the key points in 3D programming. However, this Tchapter will not go into great detail on 3D mathematics or graphics theory, which are far too advanced for this book. What you will learn instead is the practical implemen- tation of 3D in order to write simple 3D games. You will get just exactly what you need to 211 11BegGameDev.qxd 9/20/04 5:20 PM Page 212 212 Chapter 11 ■ 3D Graphics Fundamentals write a simple 3D game without getting bogged down in theory. If you have questions about how matrix math works and about how 3D rendering is done, you might want to use this chapter as a starting point and then go on and read a book such as Beginning Direct3D Game Programming,by Wolfgang Engel (Course PTR). The goal of this chapter is to provide you with a set of reusable functions that can be used to develop 3D games. Here is what you will learn in this chapter: ■ How to create and use vertices. ■ How to manipulate polygons. ■ How to create a textured polygon. ■ How to create a cube and rotate it. Introduction to 3D Programming It’s a foregone conclusion today that everyone has a 3D accelerated video card. Even the low-end budget video cards are equipped with a 3D graphics processing unit (GPU) that would be impressive were it not for all the competition in this market pushing out more and more polygons and new features every year. -
Textile & Fashion Careers Level 2
Textile & Fashion Careers Level 2 Apparel Construction Demonstrate measurement skills, standard and metric. Select patterns. Follow written pattern directions. Demonstrate pattern layout and material cutout. Demonstrate pattern making. Operate machines, equipment and attachments in a safe and efficient manner. Use tools for construction, alteration and repairs. Demonstrate basic construction and alteration skills and techniques. Computer Technology in Textile/Fashion Industry Set up Computer Aided Design (CAD) tables. Grade and digitize patterns. Create models. Design and plot markers. Produce embroidery motif. Interior Design Research and use information to assess product needs. Determine solutions to design problems. Select fabric, considering patterns and textures, for visual effect. Demonstrate basic construction skills needed in product development. Demonstrate basic installation of window treatments. Apply basic techniques to strip and rebuild furniture. Use standard methods of upholstery for furniture and automobiles. Design and construct slipcover products. Fashion Merchandising and Retail Describe the dynamics of the fashion industry. Explain economic concepts. Explain apparel production, business strategy, sales and distribution. Analyze retail business fundamentals. Compare strategies for retail success. Evaluate principles and methods of advertising. Analyze the global perspectives of the textile/fashion industry. Entrepreneurial Skills Describe types of small business. Analyze components of success in business. Evaluate methods for meeting customer needs. Evaluate regulations and laws related to self-employment. Utilize handcraft and entrepreneurial skills to meet business objectives. PERSONAL QUALITIES Work Effort Safety Habits Work Area Organization On Task Behavior Responsibility Initiative Team Work Respect Interpersonal Skills . -
Flood Insurance Rate Map (FIRM) Graphics Guidance
Guidance for Flood Risk Analysis and Mapping Flood Insurance Rate Map (FIRM) Graphics November 2019 Requirements for the Federal Emergency Management Agency (FEMA) Risk Mapping, Assessment, and Planning (Risk MAP) Program are specified separately by statute, regulation, or FEMA policy (primarily the Standards for Flood Risk Analysis and Mapping). This document provides guidance to support the requirements and recommends approaches for effective and efficient implementation. The guidance, context, and other information in this document is not required unless it is codified separately in the aforementioned statute, regulation, or policy. Alternate approaches that comply with all requirements are acceptable. For more information, please visit the FEMA Guidelines and Standards for Flood Risk Analysis and Mapping webpage (www.fema.gov/guidelines-and-standards-flood-risk-analysis-and- mapping). Copies of the Standards for Flood Risk Analysis and Mapping policy, related guidance, technical references, and other information about the guidelines and standards development process are all available here. You can also search directly by document title at www.fema.gov/library. FIRM Graphics November 2019 Guidance Document 6 Page i Document History Affected Section or Date Description Subsection This guidance has been revised to align various November descriptions and specifications to standard operating Sections 4.3 and 5.2 2019 procedures, including labeling of structures and application of floodway and special floodway notes. FIRM Graphics November -
Introduction to Scalable Vector Graphics
Introduction to Scalable Vector Graphics Presented by developerWorks, your source for great tutorials ibm.com/developerWorks Table of Contents If you're viewing this document online, you can click any of the topics below to link directly to that section. 1. Introduction.............................................................. 2 2. What is SVG?........................................................... 4 3. Basic shapes............................................................ 10 4. Definitions and groups................................................. 16 5. Painting .................................................................. 21 6. Coordinates and transformations.................................... 32 7. Paths ..................................................................... 38 8. Text ....................................................................... 46 9. Animation and interactivity............................................ 51 10. Summary............................................................... 55 Introduction to Scalable Vector Graphics Page 1 of 56 ibm.com/developerWorks Presented by developerWorks, your source for great tutorials Section 1. Introduction Should I take this tutorial? This tutorial assists developers who want to understand the concepts behind Scalable Vector Graphics (SVG) in order to build them, either as static documents, or as dynamically generated content. XML experience is not required, but a familiarity with at least one tagging language (such as HTML) will be useful. For basic XML -
An Online System for Classifying Computer Graphics Images from Natural Photographs
An Online System for Classifying Computer Graphics Images from Natural Photographs Tian-Tsong Ng and Shih-Fu Chang fttng,[email protected] Department of Electrical Engineering Columbia University New York, USA ABSTRACT We describe an online system for classifying computer generated images and camera-captured photographic images, as part of our effort in building a complete passive-blind system for image tampering detection (project website at http: //www.ee.columbia.edu/trustfoto). Users are able to submit any image from a local or an online source to the system and get classification results with confidence scores. Our system has implemented three different algorithms from the state of the art based on the geometry, the wavelet, and the cartoon features. We describe the important algorithmic issues involved for achieving satisfactory performances in both speed and accuracy as well as the capability to handle diverse types of input images. We studied the effects of image size reduction on classification accuracy and speed, and found different size reduction methods worked best for different classification methods. In addition, we incorporated machine learning techniques, such as fusion and subclass-based bagging, in order to counter the effect of performance degradation caused by image size reduction. With all these improvements, we are able to speed up the classification speed by more than two times while keeping the classification accuracy almost intact at about 82%. Keywords: Computer graphics, photograph, classification, online system, geometry features, classifier fusion 1. INTRODUCTION The level of photorealism capable by today’s computer graphics makes distinguishing photographic and computer graphic images difficult. -
Graphics Formats and Tools
Graphics formats and tools Images à recevoir Stand DRG The different types of graphics format Graphics formats can be classified broadly in 3 different groups -Vector - Raster (or bitmap) - Page description language (PDL) Graphics formats and tools 2 Vector formats In a vector format (revisable) a line is defined by 2 points, the text can be edited Graphics formats and tools 3 Raster (bitmap) format A raster (bitmap) format is like a photograph; the number of dots/cm defines the quality of the drawing Graphics formats and tools 4 Page description language (PDL) formats A page description language is a programming language that describes the appearance of a printed page at a higher level than an actual output bitmap Adobe’s PostScript (.ps), Encapsulated PostScript (.eps) and Portable Document Format (.pdf) are some of the best known page description languages Encapsulated PostScript (.eps) is commonly used for graphics It can contain both unstructured vector information as well as raster (bitmap) data Since it comprises a mixture of data, its quality and usability are variable Graphics formats and tools 5 Background Since the invention of computing, or more precisely since the creation of computer-assisted drawing (CAD), two main professions have evolved - Desktop publishing (DTP) developed principally on Macintosh - Computer-assisted drawing or design (CAD) developed principally on IBM (International Business Machines) Graphics formats and tools 6 Use of DTP applications Used greatly in the fields of marketing, journalism and industrial design, DTP applications fulfil the needs of various professions - from sketches and mock-ups to fashion design - interior design - coachwork (body work) design - web page design -etc. -
Interactive Topographic Web Mapping Using Scalable Vector Graphics
University of Nebraska at Omaha DigitalCommons@UNO Student Work 12-1-2003 Interactive topographic web mapping using scalable vector graphics Peter Pavlicko University of Nebraska at Omaha Follow this and additional works at: https://digitalcommons.unomaha.edu/studentwork Recommended Citation Pavlicko, Peter, "Interactive topographic web mapping using scalable vector graphics" (2003). Student Work. 589. https://digitalcommons.unomaha.edu/studentwork/589 This Thesis is brought to you for free and open access by DigitalCommons@UNO. It has been accepted for inclusion in Student Work by an authorized administrator of DigitalCommons@UNO. For more information, please contact [email protected]. INTERACTIVE TOPOGRAPHIC WEB MAPPING USING SCALABLE VECTOR GRAPHICS A Thesis Presented to the Department of Geography-Geology and the Faculty of the Graduate College University of Nebraska in Partial Fulfillment of the Requirements for the Degree Master of Arts University of Nebraska at Omaha by Peter Pavlicko December, 2003 UMI Number: EP73227 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. Dissertation WWisMng UMI EP73227 Published by ProQuest LLC (2015). Copyright in the Dissertation held by the Author. Microform Edition © ProQuest LLC. All rights reserved. This work is protected against unauthorized copying under Title 17, United States Code ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106-1346 THESIS ACCEPTANCE Acceptance for the faculty of the Graduate College, University of Nebraska, in Partial fulfillment of the requirements for the degree Master of Arts University of Nebraska Omaha Committee ----------- Uf.A [JL___ Chairperson. -
Gourmet Typography Training
presents GOURMET TYPOGRAPHY TRAINING Take control of your type instead of letting it control you! Gourmet Typography Training teaches and demonstrates the expert-level typographic skills and aesthetics that are rarely taught in schools or fully understood by professionals. Fill in the gaps in your typographic know-how and learn how to “see” type like you’ve never seen it before. Why Gourmet Typography Training? Every creative professional, regardless of specialty, can benefit from learning to communicate more effectively with type. Whether you are a beginner or seasoned pro, Gourmet Typography Training will sharpen your eye and give you practical, usable skills that will visibly improve the beauty, clarity and effectiveness of all your typographic projects. Subjects covered include: Who will benefit? What makes a good typeface Visual communicators of all kinds, including: OpenType demystified Graphic designers Type crimes: Are you a type criminal? Art directors Fine-tuning type, including alignment, Creative directors hyphenation, hung punctuation, etc. Creative services directors Tracking, kerning, and word spacing Web designers Tips for more professional typography Package designers Type on the Web, Web fonts Production specialists Type in motion Typographers Keyboard shortcuts and time-saving tips Web programmers and developers Every creative professional regardless of specialty can learn to communicate more effectively with type! For more information, call The Type Studio at 203.227.5929 or email us at [email protected]. www.thetypestudio.com (page 1 of 2) What they are saying about Ilene’s Gourmet Typography Training... “Your course was great! Since taking it, “I recently attended your Gourmet “As a working professional in the advertis- I can’t help but look at every book title, Typography workshop and wanted to ing industry with 10 years of creative magazine headline, and even company thank you again for an amazing day. -
Level Design Histories and Futures”
Level Design in a Day: “Level Design Histories and Futures” Robert Yang @radiatoryang About this talk ● Concepts and language to help you be critical about “level design” ● Not about “how to do level design” ● Heavy bias toward 3D character-based games (like everyone else) (The PERFECT level designer?) (one can dream...) Four (4) possible dimensions of contemporary level design ● as a material, as data ● as industrial process ● as architectural space ● as community politics 1:1: LevelLevel designdesign asas MATERIALS,MATERIALS, CONSTRUCTION,CONSTRUCTION, andand DATADATA “LEVEL” = a bunch of data (asset) that references a bunch of other data (other assets) “LEVEL EDITOR” = software that enables human visualization and modification of this data LEVEL EDITOR HISTORY: text editor as level editor LEVEL EDITOR HISTORY: studying tool interfaces / workflow LEVEL EDITOR HISTORY: one 2D floorplan pane AutoCAD (1982) DoomEd (~1992?) LEVEL EDITOR HISTORY: the asset browser Hammer (2004) Hammer (2006?) LEVEL EDITOR HISTORY: 3 pane, 3D preview + floorplan + elevation QuakeEd (1996) (great ancestor of “Radiant” level editors) LEVEL EDITOR HISTORY: mouse-look / WASD more emphasis on 3D camera view, more emphasis on “wandering” as workflow LEVEL EDITOR HISTORY: 4 pane, 3D preview + 2D ortho views 3D Studio (1990) Worldcraft (Hammer) (1996-2012?) Unreal Dev Kit (UE3, 2009) LEVEL EDITOR HISTORY: (from left to right:) - Unity one big interactive 3D view - Unreal 4 - SketchUp to rule them all and in the darkness bind them - Trenchbroom (Quake 1) - CryEngine3 -
Resident Sound Designer Job
Resident Sound Designer Job The Opportunity Laguna Playhouse, a professional LORT theatre company located steps away from the Pacific Ocean in the charming arts colony in Laguna Beach, California, seeks an experienced Resident Sound Designer. This employee will report directly to the Production Manager. Applicants should have Sound Design, Sound Engineering, and Sound Operator experience along with a comfort working in a fast-paced environment. This is a full time staff position. Responsibilities • Design, supervise, and execute the implementation of Laguna Playhouse Mainstage and Youth Theatre sound designs. • Act as Sound Engineer and Front of House Mixer for all Laguna Playhouse Productions. The Laguna Playhouse incorporates the “line by line” mixing style of many Broadway musicals. • Collaborate with electrics, wardrobe, and running crew. • Serve as Master Sound Engineer for all external and internal rental events. • Event related responsibilities: o Install speaker systems o Prepare consoles o Maintain and upkeep equipment o Troubleshoot and repair audio equipment o Prepare orchestra “pit” as needed o Install and troubleshoot closed circuit video and intercom systems as needed Required Skills and Experience • BFA in Audio/Sound design or equivalent experience required. • Minimum 2 years educational/professional theatre experience in sound design/audio department. • High level supervisory experience and ability to lead a crew. • Working knowledge of Yamaha line of audio consoles. • Working knowledge of QLab. • Ability to troubleshoot, repair and maintain all audio equipment including wireless mics, recording equipment and speaker systems. • Experience with “line by line” mixing style. • Excellent organizational and communication skills with the abilities to work well under pressure, make decisions, and represent the organization well.