Proceedings of the 2010 Workshop on Procedural Content Generation in Games 2010
DOI: 10.1145/1814256.1814258
|View full text |Cite
|
Sign up to set email alerts
|

Integrating procedural generation and manual editing of virtual worlds

Abstract: 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… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
50
0

Year Published

2011
2011
2024
2024

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 59 publications
(50 citation statements)
references
References 13 publications
0
50
0
Order By: Relevance
“…However, as concluded in our recent survey [13], traditional procedural methods are not directly a suitable alternative to manual modeling. They typically lack any user control other than a set of, often unintuitive, input parameters, which not always have a clear, predictable effect on the output, the generated content.…”
Section: Procedural Modelingmentioning
confidence: 89%
See 3 more Smart Citations
“…However, as concluded in our recent survey [13], traditional procedural methods are not directly a suitable alternative to manual modeling. They typically lack any user control other than a set of, often unintuitive, input parameters, which not always have a clear, predictable effect on the output, the generated content.…”
Section: Procedural Modelingmentioning
confidence: 89%
“…We therefore believe that the integration of both procedural generation and manual editing operations is a very promising direction for this research. It seems to combine the best of two worlds, but so far the topic is as good as unaddressed, and it provides numerous new challenges to overcome (see [48]). For instance, manually rerouting a generated street through a city center might entail automatically moving and removing certain blocks of buildings and possibly creating new lots and individual buildings.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…Recent experiments with mixed initiative procedural content generation (PCG) [18,19] sketch the possibility of creating design tools that automate certain tasks to speed up the process of design. Procedural content generation is already being used in commercial games, in most cases to generate levels either during design time, or every time the player starts a new session.…”
Section: Applying Models Efficientlymentioning
confidence: 99%