Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Ambiguous intentions: a paper-like interface for creative design
Proceedings of the 9th annual ACM symposium on User interface software and technology
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time procedural generation of `pseudo infinite' cities
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Rough and ready prototypes: lessons from graphic design
CHI '92 Posters and Short Talks of the 1992 SIGCHI Conference on Human Factors in Computing Systems
ACM SIGGRAPH 2006 Papers
A quasi-Monte Carlo method for computing areas of point-sampled surfaces
Computer-Aided Design
Monte Carlo Methods in Global Illumination - Photo-realistic Rendering with Randomization
Monte Carlo Methods in Global Illumination - Photo-realistic Rendering with Randomization
Life-sketch: a framework for sketch-based modelling and animation of 3D objects
AUIC '10 Proceedings of the Eleventh Australasian Conference on User Interface - Volume 106
AUIC '11 Proceedings of the Twelfth Australasian User Interface Conference - Volume 117
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An increasing number of computer applications require complex 3D environments. Examples are entertainment (games and movies), advertisement, social media technologies such as "Second Life", education, urban planning, landscape design, search and rescue simulations, visual impact studies and military simulations. Many virtual environments contain thousands of similar objects such as characters, trees, and buildings. Placing these objects by hand is cumbersome, whereas an automatic placement does not allow sufficient control over the desired distribution characteristics. In previous work we presented a prototype for a sketch-based model-by-example approach to generate large distributions of objects from sketched example distributions. In this paper we present an improved algorithm and we perform a formal user study demonstrating that the approach is indeed intuitive, effective, and that it works for a large number of regular, irregular and clustered distribution patterns. Remaining limitations related to Gestalt and semantic concepts are illustrated and discussed.