Building Virtual Driving Environments From Computer-Made Projects

[1]  Bedrich Benes,et al.  Layered data representation for visual simulation of terrain erosion , 2001, Proceedings Spring Conference on Computer Graphics.

[2]  Carlos Campos,et al.  Procedural Generation of Road Paths for Driving Simulation , 2015, Int. J. Creative Interfaces Comput. Graph..

[3]  F. Kenton Musgrave,et al.  The synthesis and rendering of eroded fractal terrains , 1989, SIGGRAPH.

[4]  Carlos Campos,et al.  Procedural generation of topologic road networks for driving simulation , 2015, 2015 10th Iberian Conference on Information Systems and Technologies (CISTI).

[5]  Carlos Campos,et al.  Integrated Modeling of Road Environments for Driving Simulation , 2015, GRAPP.

[6]  Farès Belhadj,et al.  Modeling landscapes with ridges and rivers: bottom up approach , 2005, GRAPHITE '05.

[7]  Ken Perlin,et al.  [Computer Graphics]: Three-Dimensional Graphics and Realism , 2022 .

[8]  Rafael Bidarra,et al.  A Proposal for a Procedural Terrain Modelling Framework , 2008, EGVE.

[9]  Marie-Paule Cani,et al.  Authoring landscapes by combining ecosystem and terrain erosion simulation , 2017, ACM Trans. Graph..

[10]  Bedrich Benes,et al.  Terrain generation using procedural models based on hydrology , 2013, ACM Trans. Graph..

[11]  Gavin S. P. Miller,et al.  The definition and rendering of terrain maps , 1986, SIGGRAPH.

[12]  Donald S. Fussell,et al.  Computer rendering of stochastic models , 1982, Commun. ACM.

[13]  S. P. Zhou,et al.  Motion Planning for Group Movement Simulation in Dynamic Environments , 2007 .

[14]  Rafael Bidarra,et al.  A declarative approach to procedural modeling of virtual worlds , 2011, Comput. Graph..

[15]  Ian Parberry,et al.  Controlled Procedural Terrain Generation Using Software Agents , 2010, IEEE Transactions on Computational Intelligence and AI in Games.