A Proposal for a Procedural Terrain Modelling Framework

conference paper
Manual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher
level of fidelity and detail is achievable and, therefore, expected. Although numerous automatic (e.g. procedural)
content generation algorithms and techniques have been developed over the years, their application in both games
and simulations is not widespread. What lacks is a unifying modeling framework that combines these techniques
in a usable manner. We propose to develop a new, high-level framework for automatic generation of virtual worlds
(e.g. game levels, simulation terrain) that requires intuitive user input and results in a rich 3D terrain model
TNO Identifier
426668
Publisher
The Eurographics Association
Source title
Proceedings of 14th Eurographics Virtual Environments symposium, EGVE 2008, May 29-30, 2008, Eindhoven, The Netherlands
Editor(s)
Mohler, B.
Liere, R. van