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)