Below are the materials for the four sketches we gave at SIGGRAPH 2007, based on work for the videogame Spore. Player-Driven Procedural Texturing Henry Goffin, Grue, Chris Hecker, Ocean Quigley, Shalin Shodhan, Andrew Willmott
A description of our procedural paint systems.
Abstract (4.7 MB) Slides (3.5 MB)
| Creating Spherical Worlds Kate Compton, James Grieve, Ed Goldman, Ocean Quigley, Christian Stratton, Eric Todd, Andrew Willmott
How we go about generating spherical planets.
Abstract (1.6 MB) Slides (2.4 MB)
| Fast Object Distribution Andrew Willmott
How to quickly distribute objects with attribute variation in a pseudo-random manner.
Abstract (192 KB) Slides (1.4 MB) Incremental Halton Code Example
| Rigblocks: Player-Deformable Objects
The basic building blocks of our editors. Lydia Choy, Ryan Ingram, Ocean Quigley, Brian Sharp, Andrew Willmott
Abstract (540 KB) Slides (2.5 MB)
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