Procedural methods are an effective way of generating complex and realistic geometric scenes with little user input. They constitute a set of algorithmic techniques (fractals, L-systems, shape grammars and noise functions) that iteratively build structures like trees, terrain, road networks and buildings and are widely used for Games, Visual Effects and Virtual Environments.
The problem is that sometimes procedural methods permit too little user control. Our research in this area is focused on overcoming this by providing intuitive sketch-based and adjectival interfaces to procedural landscape generation.
Dominique Bechmann, Carl Hultquist, Patrick Marais, Rudolph Neeser, Wolfgang Strasser, Chen Wei
Gain, J., Marais, P. and Strasser, W., “Terrain Sketching”, I3D2009: The 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Boston, Massachusetts, USA, 27 February - 1 March 2009, ACM Press, pp. 31-38.
Hultquist, C., Gain, J. and Cairns, D., “Affective Scene Generation”, Afrigraph 2006, Cape Town, South Africa, 25-27 January 2006, ACM Press, pp. 59-64.
Video of Terrain Sketching (38Mb MPEG)