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Volumn 4974 LNCS, Issue , 2008, Pages 485-490

Modelling video games' Landscapes by means of Genetic Terrain Programming - A new approach for improving users' experience

Author keywords

Evolutionary art; Genetic programming; Terrain generation; Video games

Indexed keywords

COMPUTATION THEORY; COMPUTER GRAPHICS; EDUCATIONAL MOTION PICTURES; GENETIC PROGRAMMING;

EID: 47249162034     PISSN: 03029743     EISSN: 16113349     Source Type: Book Series    
DOI: 10.1007/978-3-540-78761-7_52     Document Type: Conference Paper
Times cited : (25)

References (8)
  • 1
    • 0031337069 scopus 로고    scopus 로고
    • ROAMing terrain: Real-time optimally adapting meshes
    • IEEE Computer Society Press, Los Alamitos
    • Duchaineau, M., et al.: ROAMing terrain: Real-time optimally adapting meshes. In: VIS 1997: Proceedings of the 8th conference on Visualization 1997, pp. 81-88. IEEE Computer Society Press, Los Alamitos (1997)
    • (1997) VIS 1997: Proceedings of the 8th conference on Visualization , pp. 81-88
    • Duchaineau, M.1
  • 2
    • 47249099459 scopus 로고    scopus 로고
    • Olsen, J.: Realtime procedural terrain generation - realtime synthesis of eroded fractal terrain for use in computer games. In: Department of Mathematics And Computer Science (IMADA), University of Southern Denmark (2004)
    • Olsen, J.: Realtime procedural terrain generation - realtime synthesis of eroded fractal terrain for use in computer games. In: Department of Mathematics And Computer Science (IMADA), University of Southern Denmark (2004)
  • 8
    • 47249100320 scopus 로고    scopus 로고
    • Koza, J.R.: Genetic programming. on the programming of computers by means of natural selection. The MIT Press, Cambridge (1992)
    • Koza, J.R.: Genetic programming. on the programming of computers by means of natural selection. The MIT Press, Cambridge (1992)


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.