Evolutionary Design by Computers with CDrom
Evolutionary Design by Computers with CDrom
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
A Fast Gibbs Sampler for Synthesizing Constrained Fractals
IEEE Transactions on Visualization and Computer Graphics
Adaptive hierarchical RBF interpolation for creating smooth digital elevation models
Proceedings of the 12th annual ACM international workshop on Geographic information systems
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
Evo'08 Proceedings of the 2008 conference on Applications of evolutionary computing
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Cellular automata for real-time generation of infinite cave levels
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design
Generating map sketches for strategy games
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Controllable procedural map generation via multiobjective evolution
Genetic Programming and Evolvable Machines
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Diverse methods have been developed to generate terrains under constraints to control terrain features, but most of them use strict restrictions. However, there are situations were more flexible restrictions are sufficient, such as ensuring that terrains have enough accessible area, which is an important trait for video games. The Genetic Terrain Program technique, based on genetic programming, was used to automatically evolve Terrain Programs (TPs - which are able to generate terrains procedurally) for the desired accessibility parameters. Results showed that the accessibility parameters have negligible influence on the evolutionary system and that the terminal set has a major role on the terrain look. TPs produced this way are already being used on Chapas video game.