Dissertations / Theses on the topic 'Procedurel generation'
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Öberg, Christian. "Möblering med Procedurell Generering : Furnishing with Procedural Generation." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5952.
Full textAntonijevic, Filip. "PGG - Processuell Grottgenerering : En jämförelse mellan Cellulär Automat, Random Walk och Perlin Noise." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19983.
Full textEk, Pontus. "Procedurell generering av grottsystem för dataspel : Jämförelse av procedurellt genererade osymmetriska banor." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14075.
Full textJansson, Björn. "Procedural Generation in Gravel." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107593.
Full textTråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.
Full textClasson, Johan, and Viktor Andersson. "Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.
Full textMaung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.
Full textGasch, García Cristina. "Procedural Generation of Natural Environments." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.
Full textTäljsten, David. "Exploring procedural generation of buildings." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20639.
Full textRoberts, Jonathan Ralph. "Learning-based procedural content generation." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.
Full textÖhman, Johan. "Procedural Generation of Tower Defense Levels." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166594.
Full textKenwood, Julian. "Real-time generation of procedural forests." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/9204.
Full textShi, Yinxuan. "Procedural Content Generation for Computer Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469147321.
Full textFrank, Elias, and Niclas Olsson. "Procedural city generation using Perlin noise." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14855.
Full textOscar, Roosvall. "Procedural Terrain Generation Using Ray Marching." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13664.
Full textForsblom, Johan, and Jesper Johansson. "Genetic Improvements to Procedural Generation in Games." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-13815.
Full textMartin, Glenn Andrew. "Automatic Scenario Generation using Procedural Modeling Techniques." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5421.
Full textFurtado, Henrique. "Procedural Generation of Volumetric Data for Terrain." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260320.
Full textHultquist, Carl. "An Adjectival Interface for procedural content generation." Doctoral thesis, University of Cape Town, 2008. http://hdl.handle.net/11427/6401.
Full textWashburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.
Full textAndereck, Michael. "Procedural Terrain Generation Based on Constraint Paths." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1388357258.
Full textTaylor, Joshua. "The Procedural Generation of Interesting Sokoban Levels." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc801887/.
Full textPessa, Mikael. "Functionality-Independent Style-Based Procedural Building Generation." Thesis, Linköpings universitet, Informationskodning, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-147352.
Full textBengtsson, Daniel, and Johan Melin. "Constrained procedural floor plan generation for game environments." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13006.
Full textGylleus, Karl. "Perception of procedurally generated virtual buildings." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229967.
Full textLautakoski, Johan. "Procedurell generering av terräng Perlin noise eller Diamond-Square : med fokus på exekveringstid och framkomlighet." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12940.
Full textKim, Paul H. "Intelligent Maze Generation." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1563286393237089.
Full textKachscovsky, Boris. "Interactive Methods for Procedural Texture Generation with Noise." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-257515.
Full textPereira, Leonardo Tortoro. "Procedural Generation of Dungeon Maps, Missions and Rooms." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-25032019-144917/.
Full textPinheiro, Jefferson Magalhães. "A procedural model for snake skin texture generation." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/171371.
Full textJormedal, Martin. "Procedural Generation of Road Networks Using L-Systems." Thesis, Linköpings universitet, Informationskodning, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-169373.
Full textRudzicz, Nicholas. "Arda: a framework for procedural video game content generation." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=40821.
Full textCamozzato, Daniel. "A method for growth-based procedural floor plan generation." Pontifícia Universidade Católica do Rio Grande do Sul, 2015. http://hdl.handle.net/10923/7579.
Full textGriffith, Ioseff. "Procedural Narrative Generation Through Emotionally Interesting Non-Player Characters." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76708.
Full textAdam, Timothey Andrew. "PROCEDURAL MUSIC GENERATION AND ADAPTATION BASED ON GAME STATE." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1202.
Full textLanders, Stephen P. "Improving Game Design through Responsive Configuration and Procedural Generation." Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1407252394.
Full textDoran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.
Full textGöran, Sandström. "Procedural Sequencing : a New Form of Procedural Music Creation." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-10699.
Full textLundgren, Jesper. "Search-based Procedural Content Generation as a Tool for Level Design in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102212.
Full textFreiknecht, Jonas [Verfasser], and Wolfgang [Akademischer Betreuer] Effelsberg. "Procedural content generation for games / Jonas Freiknecht ; Betreuer: Wolfgang Effelsberg." Mannheim : Universitätsbibliothek Mannheim, 2021. http://d-nb.info/1230755063/34.
Full textWilson, Janet Kirsten. "Procedures for sequential and parallel automatic adaptive tetrahedral mesh generation." Thesis, Heriot-Watt University, 1997. http://hdl.handle.net/10399/1171.
Full textBomström, H. (Henri). "The application of procedural content generation in video game design." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201609172812.
Full textDunn, Ian Thomas. "Procedural Generation and Rendering of Large-Scale Open-World Environments." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1678.
Full textBaldwin, Alexander, and Johan Holmberg. "Mixed-Initiative Procedural Generation of Dungeons Using Game Design Patterns." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20477.
Full textFriberg, Oscar. "Investigating urban perception using procedural street generation and virtual reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189450.
Full textJuuso, Lina. "Procedural generation of imaginative trees using a space colonization algorithm." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35577.
Full textAuoja, Anton. "Procedural Expansion of Urban Environments." Thesis, Linköpings universitet, Institutionen för systemteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71268.
Full textSain, Travis. "Using the Implicit Relational Assessment Procedure as an analogue procedure for generating cognitive defusion." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/theses/1764.
Full textMorkel, Chantelle. "Non-interactive modeling tools and support environment for procedural geometry generation." Thesis, Rhodes University, 2006. http://eprints.ru.ac.za/242/.
Full textJohannesson, Nick, and Simon Kevin. "Spelet Cave Generation : En Studie Om Procedurell Generering i 2D-Plattformsspel." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14387.
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