Methods for realistic landscape imaging
Methods for realistic landscape imaging
WordNet: a lexical database for English
Communications of the ACM
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Solid texturing of complex surfaces
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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
ACM Transactions on Graphics (TOG)
IEEE Computer Graphics and Applications
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Services in Game Worlds: A Semantic Approach to Improve Object Interaction
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Toward proccedural decorative ornamentation in games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
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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Designing virtual game worlds is often a long and labor-intensive process. Moreover, when a game world needs to be slightly altered in appearance, the entire process needs to be repeated, or will at least require some repetitious tasks. Ideally, when the same game world is needed under different circumstances (e.g. in another season, before and after a war, in prosperous or poor economic conditions), the designer should be aided in this process using procedural generation techniques. We propose an approach for the specification of procedural filters that describe how (parts of) virtual worlds should be customized to fit a particular situation based on their semantics and the conditions of the situation. This description will guide the customization process by triggering and parametrizing, among others, procedural instructions that can change the appearance of the virtual world. We will discuss how the generic nature of this approach, which favors reusability, and its integration with semantics, which increases the intuitiveness of the design process, can eliminate many of the repetitious tasks involved in performing these actions manually. We describe an implementation of this approach that shows how some simple procedural filters can i) age an urban environment and simulate the effects of poor living conditions on the look of that environment, and ii) apply a party atmosphere to an ordinary office scene.