The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Managing geometric complexity with enhanced procedural models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The algorithmic beauty of plants
The algorithmic beauty of plants
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
Terrain simulation using a model of stream erosion
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
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
ACM SIGGRAPH 2003 Papers
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Parametrically controlled terrain generation
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Interactive visual editing of grammars for procedural architecture
ACM SIGGRAPH 2008 papers
Interactive procedural street modeling
ACM SIGGRAPH 2008 papers
IEEE Computer Graphics and Applications
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
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 design of urban spaces using geometrical and behavioral modeling
ACM SIGGRAPH Asia 2009 papers
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Declarative terrain modeling for military training games
International Journal of Computer Games Technology
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Editorial: Special Section on Semantic 3D Media and Content
Computers and Graphics
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
EVA'11 Proceedings of the 2011 international conference on Electronic Visualisation and the Arts
Sentient world: human-based procedural cartography
EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design
An expert system hybrid architecture to support experiment management
Expert Systems with Applications: An International Journal
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With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated results are not easily integrated into a complete and consistent virtual world. We introduce a novel declarative modeling approach that enables designers to concentrate on stating what they want to create instead of on describing how they should model it. It aims at reducing the complexity of virtual world modeling by combining the strengths of semantics-based modeling with manual and procedural approaches. This article describes two of its main contributions to procedural modeling of virtual worlds: interactive procedural sketching and virtual world consistency maintenance. We discuss how these techniques, integrated in our modeling framework SketchaWorld, build up to enable designers to create a complete 3D virtual world in minutes. Procedural sketching provides a fast and more intuitive way to model virtual worlds, by letting designers interactively sketch their virtual world using high-level terrain features, which are then procedurally expanded using a variety of integrated procedural methods. Consistency maintenance guarantees that the semantics of all terrain features is preserved throughout the modeling process. In particular, it automatically solves conflicts possibly emerging from interactions between terrain features. We believe that these contributions together represent a significant step towards providing more user control and flexibility in procedural modeling of virtual worlds. It can therefore be expected that by further reducing its complexity, virtual world modeling will become accessible to an increasingly broad group of users.