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Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity of virtual worlds for games and simulations. However, current practices in the design and development of virtual worlds mostly resemble high-tech variants of traditional handcrafts, resulting in increasingly unbearable design costs. In this article we state(More)
Because of the increasing detail and size of virtual worlds, designers are more and more urged to consider employing procedural methods to alleviate part of their modeling work. However, such methods are often unintuitive to use, difficult to integrate, and provide little user control, making their application far from straightforward. In our declarative(More)
Procedural generation of virtual worlds is a promising alternative to classical manual modelling approaches, which usually require a large amount of effort and expertise. However, it suffers from a number of issues; most importantly, the lack of user control over the generation process and its outcome. Because of this, the result of a procedural method is(More)
Procedural modeling deals with (semi-)automatic content generation by means of a program or procedure. Among other advantages, its data compression and the potential to generate a large variety of detailed content with reduced human intervention, have made procedural modeling attractive for creating virtual environments increasingly used in movies, games,(More)
With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated results are not easily integrated into a complete and(More)
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-automated procedural techniques that help generate (parts of) game worlds (e.g terrains, cities and buildings). However, most level editors rather deficiently capture and deploy(More)
Due to the recent advancement in procedural generation techniques, games are presenting players with ever growing cities and terrains to explore. However most sandbox-style games situated in cities, do not allow players to wander into buildings. In past research, space planning techniques have already been utilized to generate suitable layouts for both(More)
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. Unfortunately, current virtual cities can strongly hinder this kind of gameplay, since the buildings they feature typically have replicated interiors, or no interiors at all. Procedural content generation is becoming more established, with many techniques for(More)
Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a variety of procedural techniques in order to enable a non-specialist user to interactively create a complete 3D virtual world in minutes.(More)