Procedural Generation
Procedural generation is the use of an algorithm to generate content for a graphical scene. It is also known as “procedural modeling”, “procedural synthesis”, “procedural content creation”, “generative modeling”, or “automatic modeling.”
Procedural generation is not a well-defined field of study, but rather encompasses a variety of methods that have been explored to varying degrees over the last three decades. My understanding of the topology of the field along with the seminal researcher can be seen here.
Procedural Generation
- Synthesis
- Texture (Ken Perlin)
- Animation (James Kuffner)
- Models (Paul Merrel)
- Fractals
- Terrain or landscapes (Ken Musgrave)
- L-Systems
- Plants (Prusinkiewicz)
- Buildings
- Roads
- Grammar-based
- Architectural facades (Peter Wonka, et al)
- Buildings (Pascal Mueller)
- Houses (me)
- Physically-based
- Clouds (Mark Harris)
- Many many other things…
Other Researchers
You can read the wikipedia article on the topic for more information.






