A Proposal for a Procedural Terrain Modelling Framework

dc.contributor.authorSmelik, Ruben M.en_US
dc.contributor.authorTutenel, Timen_US
dc.contributor.authorKraker, Klaas Jan deen_US
dc.contributor.authorBidarra, Rafaelen_US
dc.contributor.editorRobert van Liere and Betty Mohleren_US
dc.date.accessioned2014-01-31T20:30:09Z
dc.date.available2014-01-31T20:30:09Z
dc.date.issued2008en_US
dc.description.abstractManual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher level of fidelity and detail is achievable and, therefore, expected. Although numerous automatic (e.g. procedural) content generation algorithms and techniques have been developed over the years, their application in both games and simulations is not widespread. What lacks is a unifying modeling framework that combines these techniques in a usable manner. We propose to develop a new, high-level framework for automatic generation of virtual worlds (e.g. game levels, simulation terrain) that requires intuitive user input and results in a rich 3D terrain model.en_US
dc.description.seriesinformationEurographics Symposium on Virtual Environments: Postersen_US
dc.identifier.isbn978-3-905673-66-1en_US
dc.identifier.urihttps://doi.org/10.2312/PE/VE2008Posters/039-042en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I3.5 [Computer Graphics]: Computational Geometry and Object Modelling I.6.7 [Simulation and Modelling]: Types of Simulation - Gaming I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Fractals I3.5 [Computer Graphics]: Applications; Keywords: automatic generation of virtual worlds, simulation terrain, game-level design, procedural modellingen_US
dc.titleA Proposal for a Procedural Terrain Modelling Frameworken_US
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