Font Decoration by Automatic Mesh Fitting
EP '98/RIDT '98 Proceedings of the 7th International Conference on Electronic Publishing, Held Jointly with the 4th International Conference on Raster Imaging and Digital Typography: Electronic Publishing, Artistic Imaging, and Digital Typography
Mathematical Tools for Computer-Generated Ornamental Patterns
EP '98/RIDT '98 Proceedings of the 7th International Conference on Electronic Publishing, Held Jointly with the 4th International Conference on Raster Imaging and Digital Typography: Electronic Publishing, Artistic Imaging, and Digital Typography
ACM SIGGRAPH 2003 Papers
Computer graphics and geometric ornamental design
Computer graphics and geometric ornamental design
Islamic star patterns in absolute geometry
ACM Transactions on Graphics (TOG)
In the Tower of Babel: Beyond symmetry in islamic design
Computers & Mathematics with Applications
Introductory Tiling Theory for Computer Graphics
Introductory Tiling Theory for Computer Graphics
Generative parametric design of Gothic window tracery
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Procedural filters for customization of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Castles, palaces, temples and cathedrals in the real world are densely decorated with ornamentation. Computer games, in contrast, usually have much less and appear Spartan in comparison. Game worlds, whether hand-made or procedural, require greater decorative ornamentation to increase their realism and beauty. Currently artists create this ornament by hand; this doesn't scale. In order to have more decorative artwork in games, procedural algorithms must be developed to generate it, for only this approach will create sufficient quantities, quickly, and at low cost. This paper justifies the importance of decorative ornamentation in computer games and provides an overview of existing research on algorithmic generation of patterns and ornamentation. A series of open research issues demonstrates the breadth of potential research that can be performed in this area. Together, these make the case that procedural decorative ornamentation is a new and interesting research subdomain within the area of procedural content generation for computer games.