The algorithmic beauty of plants
The algorithmic beauty of plants
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Visual models of plants interacting with their environment
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Persistent realtime building interior generation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Programming in Lua, Second Edition
Programming in Lua, Second Edition
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Today's virtual worlds challenge the capacity of human creation. Trying to reproduce natural scenes, with large and complex models, involves reproducing their inherent complexity and detail. Procedural generation helps by allowing artists to create and generalize objects for highly detailed scenes. But existing procedural algorithms can not always be applied to existing applications without major changes. We introduce a new system that helps include procedural generation into existing modeling and rendering applications. Due to its design, extensibility and comprehensive interface, our system can handle user's objects to create and improve applications with procedural generation of content. We demonstrate this and show how our system can generate both models and behaviours for a typical graphics application.