Heightfield vs. mesh was RE: AC2 was RE: [MUD-Dev] Total Anni lation of Downtime

Koster Koster
Thu Dec 19 09:13:30 CET 2002


From: Travis Nixon
> Raph Koster wrote:
 
>>> Your post and the article are fascinating. As one of those that
>>> brainstormed with Will Wright for Sim Earth and wrote some
>>> continent generation algorithms, it is amazing to see how far
>>> we've come.
 
>> I firmly believe that this sort of path is the future. Why? 
>> Because bandwidth is not increasing, the pace of art production
>> is actually DEcreasing as the visual bar goes up, the delivery
>> media size has increased on consoles but not on PCs and it's
>> becoming impractical to ship large worlds on CD... and the push
>> is towards more content, faster.

> Absolutely.  And it won't stop at terrain.  At some point, all
> content will be in some way procedurally generated, from terrain
> to animations to models to stories (probably in that order, oddly
> enough).  Sure, there will be human input here and there, but it
> will be a guiding and shaping hand, as opposed to one dragging the
> plow directly.

Some things along these lines that may interest you, mostly from
SIGGRAPH 2002:

  C. Karen Liu and Zoran Popovic, University of Washington,
  "Synthesis of COmplex Dynamic Character Motion from Simple
  Animations", ACM Transactions on Graphics, July 2002, VOl 21,
  No. 3.

  Ken Perlin, "Improving Noise", ACM Transactions on Graphics, July
  2002, VOl 21, No. 3.

  Stephen Brooks and Neil Dodgson, University of Cambridge,
  "Self-Similarity Based Texture Editing", ACM Transactions on
  Graphics, July 2002, VOl 21, No.  3.

  Yoav Parish and Pascal Muller, "Procedural Modeling of Cities",
  http://www.cg.inf.ethz.ch/Downloads/Publications/Papers/2001/p_Par01.pdf.

-Raph

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