Smelik, Ruben M.Tutenel, TimKraker, Klaas Jan deBidarra, RafaelRobert van Liere and Betty Mohler2014-01-312014-01-312008978-3-905673-66-1https://doi.org/10.2312/PE/VE2008Posters/039-042Manual 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.Categories 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 modellingA Proposal for a Procedural Terrain Modelling Framework