Methods for realistic landscape imaging
Methods for realistic landscape imaging
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Interactive procedural street modeling
ACM SIGGRAPH 2008 papers
IEEE Computer Graphics and Applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Interactive GPU-based procedural heightfield brushes
Proceedings of the 4th International Conference on Foundations of Digital Games
Proceedings of Graphics Interface 2009
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Declarative terrain modeling for military training games
International Journal of Computer Games Technology
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
What is procedural content generation?: Mario on the borderline
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
PCG-based game design: creating Endless Web
Proceedings of the International Conference on the Foundations of Digital Games
Feature-based probabilistic texture blending with feature variations for terrains
Computer Animation and Virtual Worlds
The effectiveness and efficiency of model driven game design
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
The participatory design of a simulation training game
Proceedings of the Winter Simulation Conference
Generic graph grammar: a simple grammar for generic procedural modelling
Proceedings of the 28th Spring Conference on Computer Graphics
Controllable procedural map generation via multiobjective evolution
Genetic Programming and Evolvable Machines
A mixed-initiative tool for designing level progressions in games
Proceedings of the 26th annual ACM symposium on User interface software and technology
Generating Emergent Physics for Action-Adventure Games
Proceedings of the The third workshop on Procedural Content Generation in Games
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Because of the increasing detail and size of virtual worlds, designers are more and more urged to consider employing procedural methods to alleviate part of their modeling work. However, such methods are often unintuitive to use, difficult to integrate, and provide little user control, making their application far from straightforward. In our declarative modeling approach, designers are provided with a more productive and simplified virtual world modeling workflow that matches better with their iterative way of working. Using interactive procedural sketching, they can quickly layout a virtual world, while having proper user control at the level of large terrain features. However, in practice, designers require a finer level of control. Integrating procedural techniques with manual editing in an iterative modeling workflow is an important topic that has remained relatively unaddressed until now. This paper identifies challenges of this integration and discusses approaches to combine these methods in such a way that designers can freely mix them, while the virtual world model is kept consistent during all modifications. We conclude that overcoming the challenges mentioned, for example in a declarative modeling context, is instrumental to achieve the much desired adoption of procedural modeling in mainstream virtual world modeling.