Constraint programming languages: their specification and generation
Constraint programming languages: their specification and generation
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Using degrees of freedom analysis to solve geometric constraint systems
SMA '91 Proceedings of the first ACM symposium on Solid modeling foundations and CAD/CAM applications
Connecting planning and acting via object-specific reasoning
Connecting planning and acting via object-specific reasoning
Symbolic constraints in constructive geometric constraint solving
Journal of Symbolic Computation - Special issue: parametric algebraic curves and applications
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Direct 3D interaction with smart objects
Proceedings of the ACM symposium on Virtual reality software and technology
Expressive autonomous cinematography for interactive virtual environments
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
WordsEye: an automatic text-to-scene conversion system
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Template-based generation of road networks for virtual city modeling
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Real-time procedural generation of `pseudo infinite' cities
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Solving Geometric Constraints By Homotopy
IEEE Transactions on Visualization and Computer Graphics
IEEE Internet Computing
3D scene manipulation with 2D devices and constraints
GRIN'01 No description on Graphics interface 2001
Characterizing non-ideal shapes in terms of dimensions and tolerances
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A Graphical Language for Generating Architectural Forms
VL '97 Proceedings of the 1997 IEEE Symposium on Visual Languages (VL '97)
Using Constraint Propagation and Domain Reduction for the Generation Phase in Declarative Modeling
IV '01 Proceedings of the Fifth International Conference on Information Visualisation
ACM SIGGRAPH 2003 Papers
Semantic modeling project: building vernacular house of southeast China
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
AI-based world behaviour for emergent narratives
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Persistent realtime building interior generation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
ACM Transactions on Graphics (TOG)
Services in Game Worlds: A Semantic Approach to Improve Object Interaction
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
A Semantic Navigation Model for Video Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Scenario adaptivity in serious games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Automatic real-time generation of floor plans based on squarified treemaps algorithm
International Journal of Computer Games Technology
Procedural filters for customization of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Technical Section: An architectural approach to efficient 3D urban modeling
Computers and Graphics
A semantic generation framework for enabling adaptive game worlds
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
CIGA: a middleware for intelligent agents in virtual environments
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
A serious game model for cultural heritage
Journal on Computing and Cultural Heritage (JOCCH)
Designing Semantic Game Worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
Using gameplay semantics to procedurally generate player-matching game worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
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Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity of virtual worlds for games and simulations. However, current practices in the design and development of virtual worlds mostly resemble high-tech variants of traditional handcrafts, resulting in increasingly unbearable design costs. In this article we state that an essential key to overcoming these problems lies in the enrichment of object models with several kinds of semantic data. We discuss numerous and promising uses for semantic information in virtual worlds, and show, for many of them, how previous results of recent research can be successfully applied. We also identify the fundamental challenges in this new cross-disciplinary area, and point out a number of open issues lying ahead, including the need for (i) a suitable way of specifying semantic data, providing a powerful vocabulary that is useful and usable for all disciplines involved in game design and development; (ii) a seamless integration of semantic data integrated with procedural generation techniques, in order to provide designers with a new and powerful generation of tools; and (iii) a consistency maintenance among evolving objects in a changeable environment, for which powerful constraint-solving methods will be instrumental. We conclude that, as the expectancy for future games and simulations steadily shifts from improved graphics and appearance towards improved character behavior, plausible realism and coherent gameplay, embedding the game world and its objects with richer semantics is going to play a crucial role. We can therefore expect that, in the near future, increasing research efforts and influential results will be emerging in this new exciting area.