Computer graphics has undergone an amazing advancement in the last thirty years, and this process is unlikely to stop in the near future. A great part of reception of movies, computer games and almost all animations is based on their visual standard. Therefore we need the level of graphical elements to keep up with this rapid advancement of technology.
Sometimes traditional methods of creating graphical content may not prove to be effective enough: they might be expensive, use up lots of time and manpower or simply can’t exploit new possibilities of technology. In some cases, like creating lots of similar graphical objects, animating or simply just modifying them, procedural content generation might turn to be an effective approach, where we have additional information about the methods needed to create a particular graphical content.
In the first part of my paper I present the brief history of procedural content generation, results so far and currently accessible tools too. I’ll also mention practical and artistic uses of procedural approach.
The second part of this paper is about the abilities of currently available graphical hardwares in respect of procedural content generation. I discuss API’s, rendering pipeline structure, and the importance and possibilities of shaders.
Finally, I’ll present my own implementation of a graphics engine, where all textures are generated procedurally. I created an application, where content generation is broken up to editable parts, which may be modified by a designer without the interference of the programmer.
All this because we love to play games.