Node-based shape grammar representation and editing |
Proceedings of PCG 2013 - Workshop on Procedural Content Generation for Games, co-located with the Eighth International Conference on the Foundations of Digital Games - may 2013
Mass content creation is nowadays one of the most important challenges for game artists. This paper presents a high-level architectural modeling solution that combines the full generative power of shape grammars with the ease of use and flexibility of a node-based visual language. Our approach comprises a shape data flow character and introduces some novel features, including recursion, parametric flow, and flow filtering. The main development model consists of encapsulating basic operations into semantically-rich, reusable components that can be more easily assembled using filters. Eventually, this enables users to concentrate on the more intuitive and interactive development layers, while the text-based grammar rules are automatically generated.
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BibTex references
@InProceedings { SMBC13a, author = "Silva, Pedro and Mueller, Pascal and Bidarra, Rafael and Coelho, Antonio", title = "Node-based shape grammar representation and editing", booktitle = "Proceedings of PCG 2013 - Workshop on Procedural Content Generation for Games, co-located with the Eighth International Conference on the Foundations of Digital Games", month = "may", year = "2013", address = "Chania, Crete, Greece", url = "http://graphics.tudelft.nl/Publications-new/2013/SMBC13a" }