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 automatically creating specific building elements. However, the integration of these techniques to form complete buildings is still largely unexplored, limiting their application to open game worlds. We propose a novel approach that integrates existing procedural techniques to generate such buildings. With minimal extensions, individual techniques can be coordinated to create buildings wi...
This survey presents algorithms for the automatic generation of content for virtual worlds, in parti...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
In computer graphics it is often necessary to construct a large number of objectsof specific types, ...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
Modern games often feature highly detailed urban environments. However, buildings are typically repr...
This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the...
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically rep...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Due to the recent advancement in procedural generation techniques, games are presenting players with...
With the increasing size of 3D environments manual modelling becomes a more and more difficult task ...
With the ever increasing costs of manual content creation for 3D virtual worlds, the potential of ge...
Procedural content generation is becoming more and more relevant to solve the problem of content cre...
This book presents a new procedural modelling methodology capable of producing traversable buildings...
Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video ga...
This survey presents algorithms for the automatic generation of content for virtual worlds, in parti...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
In computer graphics it is often necessary to construct a large number of objectsof specific types, ...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
Modern games often feature highly detailed urban environments. However, buildings are typically repr...
This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the...
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically rep...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Due to the recent advancement in procedural generation techniques, games are presenting players with...
With the increasing size of 3D environments manual modelling becomes a more and more difficult task ...
With the ever increasing costs of manual content creation for 3D virtual worlds, the potential of ge...
Procedural content generation is becoming more and more relevant to solve the problem of content cre...
This book presents a new procedural modelling methodology capable of producing traversable buildings...
Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video ga...
This survey presents algorithms for the automatic generation of content for virtual worlds, in parti...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
In computer graphics it is often necessary to construct a large number of objectsof specific types, ...