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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)
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)
To increase a player's immersion in the game world, its objects should behave as one would reasonably expect. For this, it is now becoming increasingly clear that what game objects really miss is richer semantics, not eye-catching visuals. Current games' lack of semantics is mostly due to the difficulty of game designers to realize such complex objects.(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 content generation is becoming more and more relevant to solve the problem of content creation for the ever growing virtual worlds of games, simulations and other applications. However, these procedures are often unintuitive or use vague parameters, making it somewhat difficult for a designer to express his or her creative intent. Even worse,(More)
Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities and corresponding terrain models. Terrain plays a key role in many military training(More)