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Pixelactive Cityscape 1.8
Pixelactive Cityscape 1.8






Pixelactive Cityscape 1.8

Citygen: An Interactive System for Procedural City Generation. In Computer Graphics Forum: Proceedings of Eurographics 2010, volume 29, NorrkÃüping, Sweden, May 2010. In I3D '09: Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games, pages 31-38, New York, NY, USA, 2009. IEEE Computer Graphics and Applications, 28(3):58-66, 2008. In SIGGRAPH '98: Proceedings of the 25 th Annual Conference on Computer Graphics and Interactive Techniques, pages 275-286, New York, NY, USA, 1998. Realistic Modeling and Rendering of Plant Ecosystems. Technical report, Department of Computer Science, University of Cape Town, November 2006.

Pixelactive Cityscape 1.8

A sketching interface for procedural city generation. In Proceedings of the 4 th International Conference on the Foundations of Digital Games, Florida, USA, April 2009.

Pixelactive Cityscape 1.8

Interactive GPU-based Procedural Heightfield Brushes. In SIGGRAPH '08: Proceedings of the 35 th Annual Conference on Computer Graphics and Interactive Techniques, volume 27, pages 1-10, New York, NY, USA, 2008. Scopigno, editors, Computer Graphics Forum: Eurographics 2008 Proceedings, volume 27, pages 311-320, Crete, Greece, 2008. Real-time Rendering and Editing of Vector-based Terrains. In Proceedings of the FOCUS K3D Conference on Semantic 3D Media and Content, Sophia Antipolis - Méditerranée, France, February 2010. Integrating semantics and procedural generation: key enabling factors for declarative modeling of virtual worlds. We conclude that overcoming the challenges mentioned, for example in a declarative modeling context, is instrumental to achieve the much desired adoption of procedural modeling in mainstream virtual world modeling. This paper identifies challenges of this integration and discusses approaches to combine these methods in such a way that designers can freely mix them, while the virtual world model is kept consistent during all modifications. Integrating procedural techniques with manual editing in an iterative modeling workflow is an important topic that has remained relatively unaddressed until now. However, in practice, designers require a finer level of control. Using interactive procedural sketching, they can quickly layout a virtual world, while having proper user control at the level of large terrain features. In our declarative modeling approach, designers are provided with a more productive and simplified virtual world modeling workflow that matches better with their iterative way of working. However, such methods are often unintuitive to use, difficult to integrate, and provide little user control, making their application far from straightforward. 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.








Pixelactive Cityscape 1.8