Abstract | ||
---|---|---|
We present a review of methods for procedurally generating the morphology of virtual creatures. We include a range of methods, with the main groups being from ALife over art to video games. Even though at times these groups overlap, for clarity we have kept this distinction. By including the word virtual, we mean that we focus on methods for simulation in silico, and not physical robots. We also include a historical perspective, with information on methods such as cellular automata, L-systems and a focus on earlier pioneers in the field. |
Year | DOI | Venue |
---|---|---|
2021 | 10.1111/cgf.142661 | COMPUTER GRAPHICS FORUM |
Keywords | DocType | Volume |
<bold>CCS Concepts</bold>, <bold>center dot Applied computing</bold> -> Computational biology, <bold>center dot Hardware</bold> -> <bold>Biology-related information processing</bold>, <bold>center dot Software and its engineering</bold> -> <bold>Interactive games</bold>, <bold>center dot Computing methodologies</bold> -> <bold>Artificial life</bold> | Journal | 40 |
Issue | ISSN | Citations |
2 | 0167-7055 | 0 |
PageRank | References | Authors |
0.34 | 0 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Gorm Lai | 1 | 0 | 0.34 |
Frederic F. Leymarie | 2 | 0 | 0.34 |
William H. Latham | 3 | 0 | 0.34 |
Takaya Arita | 4 | 130 | 42.34 |
Reiji Suzuki | 5 | 105 | 33.02 |