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
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Graphics: Principles and Practice
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[Narkhede 95] A. Narkhede and D. Manocha. “Fast Polygon Triangulation based on
[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.”
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