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Virtual Creature Morphology ‐ A Review
Author(s) -
Lai G.,
Leymarie F.F.,
Latham W.,
Arita T.,
Suzuki R.
Publication year - 2021
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.142661
Subject(s) - creatures , computer science , clarity , focus (optics) , cellular automaton , perspective (graphical) , morphology (biology) , field (mathematics) , human–computer interaction , robot , artificial intelligence , cognitive science , mathematics , psychology , natural (archaeology) , geography , biochemistry , chemistry , physics , archaeology , biology , pure mathematics , optics , genetics
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.