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dc.contributor.authorLai, Gormen_US
dc.contributor.authorLeymarie, Frederic Folen_US
dc.contributor.authorLatham, Williamen_US
dc.contributor.authorArita, Takayaen_US
dc.contributor.authorSuzuki, Reijien_US
dc.contributor.editorBühler, Katja and Rushmeier, Hollyen_US
dc.date.accessioned2021-04-09T08:41:58Z
dc.date.available2021-04-09T08:41:58Z
dc.date.issued2021
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.142661
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf142661
dc.description.abstractWe present a review of methods for procedurally generating the morphology of virtual creatures. We include a range of methods, with the main groups being from ALife over art to video games. Even though at times these groups overlap, for clarity we have kept this distinction. By including the word virtual, we mean that we focus on methods for simulation in silico, and not physical robots. We also include a historical perspective, with information on methods such as cellular automata, L-systems and a focus on earlier pioneers in the field.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectApplied computing
dc.subjectComputational biology
dc.subjectHardware
dc.subjectBiology
dc.subjectrelated information processing
dc.subjectSoftware and its engineering
dc.subjectInteractive games
dc.subjectComputing methodologies
dc.subjectArtificial life
dc.titleVirtual Creature Morphology - A Reviewen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersState of the Art Reports
dc.description.volume40
dc.description.number2
dc.identifier.doi10.1111/cgf.142661
dc.identifier.pages659-681
dc.description.documenttypestar


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