Real time design and animation of fractal plants and trees
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The algorithmic beauty of plants
The algorithmic beauty of plants
Reconstruction of 3D virtual buildings from 2D architectural floor plans
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
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
Infinite Game Universe: Mathematical Techniques
Infinite Game Universe: Mathematical Techniques
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2
Duplicating road patterns in south african informal settlements using procedural techniques
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Interactive generation of cities for real-time applications
ACM SIGGRAPH 2006 Research posters
Persistent realtime building interior generation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Procedural generation of stylized 2D maps
Proceedings of the international conference on Advances in computer entertainment technology
Exploring cultural heritage sites through space and time
Journal on Computing and Cultural Heritage (JOCCH)
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Scenario generation for emergency rescue training games
Proceedings of the 4th International Conference on Foundations of Digital Games
Tools for Procedural Generation of Plants in Virtual Scenes
ICCS 2009 Proceedings of the 9th International Conference on Computational Science
Autopolis: allowing user influence in the automatic creation of realistic cities
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Scenario adaptivity in serious games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Procedural generation of building blueprints for real-time applications
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
Automatic real-time generation of floor plans based on squarified treemaps algorithm
International Journal of Computer Games Technology
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Automatic shape generation based on quadratic four-dimensional fractals
ICCVG'12 Proceedings of the 2012 international conference on Computer Vision and Graphics
AUIC '11 Proceedings of the Twelfth Australasian User Interface Conference - Volume 117
An evaluation of a sketch-based model-by-example approach for crowd modelling
AUIC '12 Proceedings of the Thirteenth Australasian User Interface Conference - Volume 126
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We present an approach to procedural generation of `pseudo infinite' virtual cities in real-time. The cities contain geometrically varied buildings that are generated as needed. The building generation parameters are created by a pseudo random number generator, seeded with an integer derived from the building's position. The varied building geometries are extruded from a set of floor plans. The floor plans for each building are created by combining randomly generated polygons in an iterative process. A display list caching and frustum filling approach manages the generation of buildings and the use of system resources. This approach has been implemented on commodity PC hardware, resulting in interactive frame rates.