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@inproceedings{1311362, author = {Cristea, Adrian and Liarokapis, Fotis}, address = {Skovde, Sweden}, booktitle = {Proc. of the 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2015)}, doi = {http://dx.doi.org/10.1109/VS-GAMES.2015.7295776}, keywords = {serious games; fractal terrain generation; procedural modeling}, howpublished = {paměťový nosič}, language = {eng}, location = {Skovde, Sweden}, isbn = {978-1-4799-8102-1}, pages = {84-91}, publisher = {IEEE Computer Society}, title = {Fractal Nature - Generating Realistic Terrains for Games}, url = {http://www.fi.muni.cz/~liarokap/publications/VSGAMES2015a.pdf}, year = {2015} }
TY - JOUR ID - 1311362 AU - Cristea, Adrian - Liarokapis, Fotis PY - 2015 TI - Fractal Nature - Generating Realistic Terrains for Games PB - IEEE Computer Society CY - Skovde, Sweden SN - 9781479981021 KW - serious games KW - fractal terrain generation KW - procedural modeling UR - http://www.fi.muni.cz/~liarokap/publications/VSGAMES2015a.pdf L2 - http://www.fi.muni.cz/~liarokap/publications/VSGAMES2015a.pdf N2 - This paper presents a software tool – called Fractal Nature - that provides a set of fractal and physical based methods for creating realistic terrains called Fractal Nature. The output of the program can be used for creating content for video games and serious games. The approach for generating the terrain is based on noise filters, such as Gaussian distribution, capable of rendering highly realistic environments. It is demonstrated how a random terrain can change its shape and visual appearance containing artefacts such as steep slopes and smooth riverbeds. Moreover, two interactive erosion systems, hydraulic and thermal, were implemented. An initial evaluation with 12 expert users provided useful feedback for the applicability of the algorithms in video games as well as insights for future improvements. ER -
CRISTEA, Adrian a Fotis LIAROKAPIS. Fractal Nature - Generating Realistic Terrains for Games. In \textit{Proc. of the 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2015)}. Skovde, Sweden: IEEE Computer Society, 2015, s.~84-91. ISBN~978-1-4799-8102-1. Dostupné z: https://dx.doi.org/10.1109/VS-GAMES.2015.7295776.
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