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Procedural generation / Video game design / Heightmap / Computer graphics / 3D modeling / Pathfinding / Level of detail / Procedural / Computing / 3D computer graphics / Visual effects / Imaging


From Artistry to Automation: A Structured Methodology for Procedural Content Creation
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Document Date: 2011-05-12 16:09:33


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File Size: 167,50 KB

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City

San Francisco / /

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Facility

Massachusetts Institute of Technology Graphics Laboratory / University of North Texas P.O. Box / MIT campus / /

IndustryTerm

3D graphic applications / Particle systems / recursive algorithm / games software / technology mean artists / procedural content creation systems / content creation authoring tools / conversion utilities / procedural algorithms / offline using tools / /

Organization

Massachusetts Institute of Technology Graphics Laboratory / Department of Electrical Engineering and Computer Science / University of North Texas / MIT / Ian Parberry Department of Computer Science & Engineering / /

Person

Ken Perlin / Kari Anne Hoier / Morgan Kaufmann / Ian Parberry / Timothy Roden / /

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Position

author / player / level author / level editor / /

ProvinceOrState

Massachusetts / /

PublishedMedium

Game Developer / Computer Graphics / Game Developer Magazine / /

Region

North Texas / South East Asia / /

Technology

caching / Simulation / recursive algorithm / /

URL

http /

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