Node-based shape grammar representation and editing

Pedro Silva, Pascal Mueller, Rafael Bidarra, Antonio Coelho
Proceedings of PCG 2013 - Workshop on Procedural Content Generation for Games, co-located with the Eigth International Conference on the Foundations of Digital Games - may 2013
Download the publication : SMBC13a.pdf [2.1Mo]  
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 Eigth 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"
}

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» Pedro Silva
» Rafael Bidarra
» Antonio Coelho






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