Game Development Reference
In-Depth Information
procedural generator would contain rules on how to combine the individual build-
ing components and be able to generate instances of these CSG trees that create a
great variety of buildings in a city interactively. The CSG algorithm would be able
to produce the final high-quality geometry, while still allowing the user to change
high-level parameters interactively.
Bibliography
[Foley 95] J. D. Foley, A. van Dam, S. K. Feiner, and J. H. Hughes. Computer
Graphics: Principles and Practice , Second Edition. Reading, Massachusetts:
Addison-Wesley, 1995.
[Narkhede 95] A. Narkhede and D. Manocha. “Fast Polygon Triangulation based on
Seidel'sAlgorithm.”Availableat http://www.cs.unc.edu/ dm/CODE/GEM/
chapter.html ,1995.
[Schneider 03] P. J. Schneider and D. H. Eberly. Geometric Tools for Computer
Graphics . San Francisco, California: Morgan Kaufmann, 2003.
[Weiler 85] K. Weiler. “Edge-based Data Structures for Solid Modeling in a Curved
Surface Environment.” IEEE Comput. Graph. Appl. 5:1 (1985), 21-40.
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