With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated results are not easily integrated into a complete and consistent virtual world.We introduce a novel declarative modeling approach that enables designers to concentrate on stating what they want to create instead of on describing how they should model it. It aims at reducing the complexity of virtual world modeling by combining the strengths of semantics-based modeling with manual and procedural approaches. This article describes two of its main contributions to procedural modeling of virtual worlds: interactive procedural sketching and virtual world consistency maintenance. We discuss how these techniques, integrated in our modeling framework SketchaWorld, build up to enable designers to create a complete 3D virtual world in minutes. Procedural sketching provides a fast and more intuitive way to model virtual worlds, by letting designers interactively sketch their virtual world using high-level terrain features, which are then procedurally expanded using a variety of integrated procedural methods. Consistency maintenance guarantees that the semantics of all terrain features is preserved throughout the modeling process. In particular, it automatically solves conflicts possibly emerging from interactions between terrain features.We believe that these contributions together represent a significant step towards providing more user control and flexibility in procedural modeling of virtual worlds. It can therefore be expected that by further reducing its complexity, virtual world modeling will become accessible to an increasingly broad group of users.
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. However, such methods are often unintuitive to use, difficult to integrate, and provide little user control, making their application far from straightforward.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. Using interactive procedural sketching, they can quickly layout a virtual world, while having proper user control at the level of large terrain features. However, in practice, designers require a finer level of control. Integrating procedural techniques with manual editing in an iterative modeling workflow is an important topic that has remained relatively unaddressed until now.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. 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.
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 design and development of virtual worlds mostly resemble high-tech variants of traditional handcrafts, resulting in increasingly unbearable design costs.In this article we state that an essential key to overcoming these problems lies in the enrichment of object models with several kinds of semantic data. We discuss numerous and promising uses for semantic information in virtual worlds, and show, for many of them, how previous results of recent research can be successfully applied. We also identify the fundamental challenges in this new cross-disciplinary area, and point out a number of open issues lying ahead, including the need for (i) a suitable way of specifying semantic data, providing a powerful vocabulary that is useful and usable for all disciplines involved in game design and development; (ii) a seamless integration of semantic data integrated with procedural generation techniques, in order to provide designers with a new and powerful generation of tools; and (iii) a consistency maintenance among evolving objects in a changeable environment, for which powerful constraint-solving methods will be instrumental.We conclude that, as the expectancy for future games and simulations steadily shifts from improved graphics and appearance towards improved character behavior, plausible realism and coherent gameplay, embedding the game world and its objects with richer semantics is going to play a crucial role. We can therefore expect that, in the near future, increasing research efforts and influential results will be emerging in this new exciting area.
Abstract-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 with consistently interrelated exteriors and interiors, as in the real world. Our solution offers a framework where various procedural techniques communicate with a moderator, which is responsible for negotiating the placement of building elements, making use of a library of semantic classes and constraints. We demonstrate the applicability of our approach by presenting several examples featuring the integration of a façade shape grammar, two different floor plan layout generation techniques, and furniture placement techniques. We conclude that this approach allows one to preserve the individual qualities of existing procedural techniques, while assisting the consistency maintenance of the generated buildings.
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