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Volumn , Issue , 2012, Pages

A survey of procedural terrain generation techniques using evolutionary algorithms

Author keywords

[No Author keywords available]

Indexed keywords

CORE FEATURES; DEVELOPMENT COSTS; GENERATION PROCESS; PROCEDURAL TERRAIN GENERATION; VIDEO GAME;

EID: 84866860388     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/CEC.2012.6256610     Document Type: Conference Paper
Times cited : (23)

References (28)
  • 8
    • 78249272957 scopus 로고    scopus 로고
    • Feature based terrain generation using diffusion equation
    • Wiley Online Library
    • H. Hnaidi, E. Guérin, S. Akkouche, A. Peytavie, and E. Galin, "Feature based terrain generation using diffusion equation," in Computer Graphics Forum, vol. 29, no. 7. Wiley Online Library, 2010, pp. 2179-2186.
    • (2010) Computer Graphics Forum , vol.29 , Issue.7 , pp. 2179-2186
    • Hnaidi, H.1    Guérin, E.2    Akkouche, S.3    Peytavie, A.4    Galin, E.5
  • 13
    • 33745812474 scopus 로고    scopus 로고
    • Department of Mathematics And Computer Science (IMADA) University of Southern Denmark
    • J. Olsen, "Realtime procedural terrain generation," Department of Mathematics And Computer Science (IMADA) University of Southern Denmark, 2004.
    • (2004) Realtime Procedural Terrain Generation
    • Olsen, J.1
  • 26
  • 27
    • 47249162034 scopus 로고    scopus 로고
    • Modelling video games' landscapes by means of genetic terrain programming: A new approach for improving users' experience
    • Springer-Verlag
    • M. Frade, F. F. de Vega, and C. Cotta, "Modelling video games' landscapes by means of genetic terrain programming: a new approach for improving users' experience," in Proceedings of the 2008 conference on Applications of evolutionary computing. Springer-Verlag, 2008, pp. 485-490.
    • (2008) Proceedings of the 2008 Conference on Applications of Evolutionary Computing , pp. 485-490
    • Frade, M.1    De Vega, F.F.2    Cotta, C.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.