Proceedings Article10.1145/1278780.1278878
Player-driven procedural texturing
David (grue) DeBry,Henry Goffin,Chris Hecker,Ocean Quigley,Shalin Shodhan,Andrew Willmott +5 more
- 05 Aug 2007
- pp 81
6
TL;DR: This work attempts to strike a balance between giving the player a full painting interface, and limiting them to simple compositions of preauthored textures in a player-driven procedural texturing system.
read more
Abstract: In the video game Spore we make heavy use of player-driven procedural texturing. Our aim is to amplify the user's creativity by allowing them to control a powerful procedural texturing system. We attempt to strike a balance between giving the player a full painting interface (desirable for highly skilled artists, but tedious for others), and limiting them to simple compositions of preauthored textures. We solve this problem differently for our two model kinds: creatures, and buildings/vehicles.
read more
Chat with Paper
AI Agents for this Paper
Find similar papers on Google Scholar, PubMed and Arxiv
Write a critical review of this paper
Analyze citations of this paper to find unaddressed research gaps
Citations
Automatic real-time generation of floor plans based on squarified treemaps algorithm
Fernando Marson,Soraia Raupp Musse +1 more
- 01 Jan 2010
TL;DR: A novel approach to generate house floor plans with semantic information is presented, based on the squarified treemaps algorithm, which allows the creation of internal house structures with information about their features and functionalities.
115
Crowd Simulation
Daniel Thalmann,Soraia Raupp Musse +1 more
TL;DR: An algorithm for simulating crowds in a variety of situations is described as a Markov Decision Process and randomization techniques are applied along with physically and biologically based methods in order to feasibly solve this problem without discretization.
11
Virtual Creature Morphology - A Review
TL;DR: A review of methods for procedurally generating the morphology of virtual creatures can be found in this article, with the main groups being from ALife over art to video games, although at times these groups overlap, for clarity we have kept this distinction.
10
Improving Usability in Procedural Modeling
Mathematisch-Naturwissenschaftlichen Fakult,Rheinischen Friedrich-Wilhelms-Universit +1 more
- 01 Jan 2012
TL;DR: This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, and examines how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time.
3
A Primer on Procedural Character Generation for Games and Real-Time Applications
Yanko Oliveira
- 01 Jan 2017
TL;DR: This chapter covers procedural character generation, while pointing at character design fundamentals that should be kept in mind when designing these systems, by reviewing state-of-the-art techniques from games that have them as a main feature.
1