Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
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
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Tools for Procedural Generation of Plants in Virtual Scenes
ICCS 2009 Proceedings of the 9th International Conference on Computational Science
Self-adapting dynamically generated maps for turn-based strategic multiplayer browser games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
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Outdoor worlds are often the setting for games and game worlds are often accompanied by a stylized version of the world drawn by an artist as a 2D map. Procedurally generating the terrain allows games to have a higher replay value. A limitation of procedural terrain generation is an artistic map of the terrain cannot be created by an artist beforehand. We propose an algorithm for generating a stylized 2D map from a simple procedurally generated 2D basis map. Our algorithm could be used in a game to generate stylized maps at execution time or in an offline application to serve as a guideline for an artist.