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Generation and evaluation of collision geometry based on drawings
2018 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Background. Many video games allow for creative expression. Attractive Interactive AB is developing such a game, in which players draw their own levels using pen and paper. For such a game to work, collision geometry needs to be generated from photos of hand-drawn video game levels.

Objectives. The main goal of the thesis is to create an algorithm for generating collision geometry from photos of hand-drawn video game levels and to determine whether the generated geometry can replace handcrafted geometry. Handcrafted geometry is manually created using vector graphics editing tools.

Methods. A method for generating collision geometry from photos of drawings is implemented. The quality of the generated geometry is evaluated and compared to handcrafted geometry in terms of vertex count and positional accuracy. Ground truths are used to determine the positional accuracy of collision geometry by calculating the resemblance of the created collision geometry and the respective ground truth.

Results. The generated geometry has a higher positional accuracy and on average a lower vertex count than the handcrafted geometry. Performance measurements for two different configurations of the algorithm are presented.

Conclusions. Collision geometry generated by the presented algorithm has a higher quality than handcrafted geometry. Thus, the generated geometry can replace handcrafted geometry.

Abstract [sv]

Bakgrund. Många datorspel möjliggör kreativa yttringar. Attractive Interactive AB utvecklar ett sådant spel, i vilket spelare ritar sina egna nivåer med hjälp av papper och penna. För att ett sådant spel ska vara möjligt måste kollisionsgeometri genereras från foton av handritade spelnivåer.

Syfte. Syftet med examensarbetet är att skapa en algoritm för att generera kollisionsgeometri från foton av handritade datorspelsnivåer och fastställa om den genererade geometrin kan ersätta handgjord geometri. Handgjord kollisionsgeometri skapas manuellt genom använding av redigeringsverktyg för vektorgrafik.

Metod. En metod för att generera kollisionsgeometri från foton av ritade datorspelsnivåer implementeras. Kvaliteten av den genererade geometrin evalueras och jämförs med handgjord geometri i fråga om vertexantal och positionsnoggrannhet. Grundreferenser används för att fastställa positionsnoggrannheten av kollisionsgeometri genom att beräkna likheten av den skapta kollisionsgeometrin och respektive grundreferens.

Resultat. Den genererade geometrin har en högre positionsnoggrannhet och i genomsnitt ett lägre vertexantal än den handgjorda geometrin. Prestandamätningar för två olika konfigurationer av algoritmen presenteras.

Slutsatser. Kollisionsgeometrin som genererats av den föreslagna algoritmen har en högre kvalitet än handgjord geometri. Därmed kan den genererade geometrin ersätta handgjord geometri.

Place, publisher, year, edition, pages
2018. , p. 60
Keywords [en]
vectorization, image processing, segmentation, line simplification
Keywords [sv]
vektorisering, bildbehandling, segmentering, linjeförenkling
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-16727OAI: oai:DiVA.org:bth-16727DiVA, id: diva2:1230758
External cooperation
Attractive Interactive AB
Subject / course
Degree Project in Master of Science in Engineering 30.0
Educational program
PAACI Master of Science in Game and Software Engineering
Supervisors
Examiners
Available from: 2018-07-04 Created: 2018-07-04 Last updated: 2018-07-04Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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