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
Modeling landscapes with ridges and rivers: bottom up approach
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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
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
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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Procedural generation of virtual worlds is a promising alternative to classical manual modelling approaches, which usually require a large amount of effort and expertise. However, it suffers from a number of issues; most importantly, the lack of user control over the generation process and its outcome. Because of this, the result of a procedural method is highly unpredictable, rendering it almost unusable for virtual world designers. This paper focuses on providing user control to deliver an outcome consistent with designer's intent. For this, we introduce semantic constraints, a flexible concept to express high-level designer's intent in intuitive terms as e.g. line of sight. Our constraint evaluation method is capable of detecting the context in which such a constraint is specified, automatically adapting to surrounding features of the virtual world. From experiments performed within our prototype modelling system, we can conclude that semantic constraints are another step forward in making procedural generation of virtual worlds more controllable and accessible to non-specialist designers.