3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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Procedural generation 120<br />
References<br />
[1] "How does one get started with procedural generation?" (http:/ / stackoverflow. com/ questions/ 155069/<br />
how-does-one-get-started-with-procedural-generation). stack overflow. .<br />
[2] Brian Eno (June 8, 1996). "A talk delivered in San Francisco, June 8, 1996" (http:/ / www. inmotionmagazine. com/ eno1. html). inmotion<br />
magazine. . Retrieved 2008-11-07.<br />
[3] Francis Spufford (October 18, 2003). "Masters of their universe" (http:/ / www. guardian. co. uk/ weekend/ story/ 0,3605,1064107,00. html).<br />
Guardian. .<br />
[4] http:/ / www. voxelogic. com<br />
[5] http:/ / www. procedural. com<br />
[6] http:/ / www. gamr7. com<br />
[7] http:/ / www. world-machine. com<br />
[8] http:/ / www. world-machine. com/<br />
[9] Ian Bell's Text Elite Page (http:/ / www. iancgbell. clara. net/ elite/ text/ index. htm)<br />
[10] Jim Rossignol (February 24, 2009). "Interview: Codies on FUEL" (http:/ / www. rockpapershotgun. com/ 2009/ 02/ 24/<br />
interview-codies-on-fuel/ ). rockpapershotgun.com. . Retrieved 2010-03-06.<br />
[11] http:/ / captive. atari. org/ Technical/ MapGen/ Introduction. php<br />
[12] http:/ / notch. tumblr. com/ post/ 458869117/ how-saving-and-loading-will-work-once-infinite-is-in<br />
[13] "NVIDIA Water Interaction Demo" (http:/ / http. download. nvidia. com/ developer/ SDK/ Individual_Samples/ 3d<strong>graphics</strong>_samples.<br />
html#WaterInteraction). NVIDIA. 2003. . Retrieved 2007-10-08.<br />
External links<br />
• The Future Of Content (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=5570) - Will Wright<br />
keynote on Spore & procedural generation at the Game Developers Conference 2005. (registration required to<br />
view video).<br />
• Darwinia (http:/ / www. darwinia. co. uk/ ) - development diary (http:/ / www. darwinia. co. uk/ extras/<br />
development. html) procedural generation of terrains and trees.<br />
• Filter Forge tutorial at The Photoshop Roadmap (http:/ / www. photoshoproadmap. com/ Photoshop-blog/ 2006/<br />
08/ 30/ creating-a-wet-and-muddy-rocks-texture/ )<br />
• Procedural Graphics - an introduction by in4k (http:/ / in4k. untergrund. net/ index.<br />
php?title=Procedural_Graphics_-_an_introduction)<br />
• Texturing & Modeling:A Procedural Approach (http:/ / cobweb. ecn. purdue. edu/ ~ebertd/ book2e. html)<br />
• Ken Perlin's Discussion of Perlin Noise (http:/ / www. noisemachine. com/ talk1/ )<br />
• Weisstein, Eric W., " Elementary Cellular Automaton (http:/ / mathworld. wolfram. com/<br />
ElementaryCellularAutomaton. html)" from MathWorld.<br />
• The HVox Engine: Procedural Volumetric Terrains on the Fly (2004) (http:/ / www. gpstraces. com/ sven/ HVox/<br />
hvox. news. html)<br />
• Procedural Content Generation Wiki (http:/ / pcg. wikidot. com/ ): a community dedicated to documenting,<br />
analyzing, and discussing all forms of procedural content generation.<br />
• Procedural Trees and Procedural Fire in a Virtual World (http:/ / software. intel. com/ en-us/ articles/<br />
procedural-trees-and-procedural-fire-in-a-virtual-world/ ): A white paper on creating procedural trees and<br />
procedural fire using the Intel Smoke framework<br />
• A Real-Time Procedural Universe (http:/ / www. gamasutra. com/ view/ feature/ 3098/<br />
a_realtime_procedural_universe_. php) a tutorial on generating procedural planets in real-time