[PDF][PDF] A survey of procedural methods for terrain modelling

RM Smelik, KJ De Kraker, T Tutenel… - Proceedings of the …, 2009 - graphics.tudelft.nl
Procedural methods are a promising but underused alternative to manual content creation.
Commonly heard drawbacks are the randomness of and the lack of control over the output …

The role of semantics in games and simulations

T Tutenel, R Bidarra, RM Smelik… - … in Entertainment (CIE), 2008 - dl.acm.org
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 …

Declarative terrain modeling for military training games

RM Smelik, T Tutenel, KJ De Kraker… - International journal of …, 2010 - Wiley Online Library
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 …

[PDF][PDF] Procedural city layout generation based on urban land use models

SA Groenewegen, RM Smelik… - … Paper Proceedings of …, 2009 - graphics.tudelft.nl
Training and simulation applications in virtual worlds require significant amounts of
structurally plausible urban environments. Procedural generation is an efficient way to …

[PDF][PDF] Interactive creation of virtual worlds using procedural sketching.

RM Smelik, T Tutenel, KJ de Kraker… - Eurographics (short …, 2010 - graphics.tudelft.nl
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 …

[PDF][PDF] Design patterns and general video game level generation

M Sharif, A Zafar, U Muhammad - International Journal of …, 2017 - researchgate.net
Design patterns have become a vital solution for a number of problems in software
engineering. In this paper, we have performed rhythmic analysis of General Video Game …

Using patterns as objectives for general video game level generation

A Zafar, H Mujtaba, MT Baig, MO Beg - ICGA Journal, 2019 - content.iospress.com
Automatically generating multiple levels and creating infinite game-play for video games is a
complicated task. In this paper, we introduce a pattern-based level generator for general …

Generation of complex underground systems for application in computer games with schematic maps and L-systems

I Antoniuk, P Rokita - … and Graphics: International Conference, ICCVG 2016 …, 2016 - Springer
This paper presents a method for procedural generation of complex underground systems,
by processing set of schematic input maps and incorporating L-system and cellular …

Integrated modeling of road environments for driving simulation

C Campos, JM Leitão, A Coelho - 2015 - repositorio.inesctec.pt
Virtual environments for driving simulations aimed to scientific purposes require three-
dimensional road models that must obey to detailed standards of specification and realism …

Procedural generation of multilevel dungeons for application in computer games using schematic maps and L-system

I Antoniuk, P Rokita - Intelligent Methods and Big Data in Industrial …, 2019 - Springer
This paper presents a method for procedural generation of multilevel dungeons, by
processing set of schematic input maps and using L-system for shape generation. Existing …