Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature examining the procedural generation of such elements for purposes outside of games. The body of research, focused on specific methods for generating specific assets, provides a narrow view of the available possibilities. Hence, it is difficult to have a clear picture of all approaches and possibilities, with no guide for interested parties to discover possible methods and approaches for their needs, and no facility to guide them through each technique or approach to map out the process of using them. Therefore, a systematic literature review has been conducted, yielding 200 accepted papers. This paper explores state-of-the-art approaches to graphical asset generation, examining research from a wide range of applications, inside and outside of games. Informed by the literature, a conceptual framework has been derived to address the aforementioned gaps.
翻译:程序化内容生成(PCG)可应用于游戏中的多种任务,涵盖叙事、关卡、音效、树木及武器等。大量游戏内容由图形资产构成(如云朵、建筑或植被),这些资产无需考虑游戏功能需求。同时,学界也有大量文献探讨在非游戏领域中对此类元素的程序化生成方法。现有研究聚焦于特定资产的特定生成方法,限制了人们对可用可能性的全面认知。因此,相关方难以清晰把握所有方法与可能性,既缺乏指导其根据需求发现可行方法的指南,也缺少引导其逐步掌握各技术或方法、规划使用流程的工具。基于此,本文开展了系统性文献综述,筛选出200篇论文。本文探索了图形资产生成的前沿方法,涵盖游戏内外广泛的应用研究。基于文献分析,本文提炼出一个概念框架以填补上述研究空白。