Kelly,George and McCabe, Hugh, “A Survey of Procedural Techniques for City Generation”, Institute of Technology, Psu.edu. Web. 02 Oct. 2011
“This article study the main body of existing research into procedural city generation and provide an overview of their implementations and a critique of their functionality and results. Finally the author present areas in which further research into the generation of cities is required and outline our research goals for city generation.” (1) The techniques the author discussed in the article is almost same as the technique general using in forest generation area. It could say this article is very relate to the method I will talk about in my paper.
Ebert,David S. & Musgrave, F.Kenton, etc. Texturing & Modeling : A Procedural Approach 2003, Elsevier Science, Print.
“This book imparts a working knowledge of procedural approaches in texturing, modeling, shading and animation and demonstrates their use in high-quality offline and real-time applications. These include two-dimensional and solid texturing hypertextures, volume density functions and fractals.”(Preface XX) This book is still about procedural generation but not procedural evolution idea of texturing and modeling. But the study method is what I can learn and use in my thesis and system.
Botkin, Daniel B. Janak,James F. and Wallis,James R., “Some Ecological Consequences of a Computer Model of Forest Growth” Journal of Ecology Vol. 60, No. 3 (Nov., 1972), pp. 849-872, Jstor, Web. 01 Oct. 2011
This article is one of the origin articles of set up forest ecosystem in computer. It starts for produce a dynamic model of forest growth, a model in which changes in the state of the forest are a function of the present state and random components. Although the flow of the concept is very simple and it isn’t have a nice visual component, the model and how the author started their research process is worth to look and understand.
A nice meeting with Ming Tang
We discussed my thesis . Prof. Ming gave me the feedback about my thesis statement, the research I’ve done. Also, he introduced a visual effect prof. Malcolm Allan Kesson who is the master of mel stricpt. Also there are two links he gave me:
The soft/plug-in base on Houdini to procedural generated city.
Open-source soft/plug-in to procedural generated buildings.
Smelik, R.M., Tutenel,T., de Kraker,K.J., and Bidarra, R. “A Proposal for a Procedural Terrain Modelling Framework” EGVE Symposium (2008), Web. 29 Sep. 2011.
Manual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher level of fidelity and detail is achievable and, therefore, expected. Although numerous automatic (e.g. procedural) content generation algorithms and techniques have been developed over the years, their application in both games and simulations is not widespread. What lacks is a unifying modeling framework that combines these techniques in a usable manner. We propose to develop a new, high-level framework for automatic generation of virtual worlds (e.g. game levels, simulation terrain) that requires intuitive user input and results in a rich 3D terrain model.