On the 22nd January 2016, I gave a keynote at the ‘Serious
games research day: networking event for games researchers and serious games
developers’ at Berchem, Belgium. The title of my presentation was ‘Procedural Generation Techniques
for Serious Games and Virtual Environments’.
The presentation covered three main areas of procedural modeling for
games and virtual environments I am researching on over the past few years including
(a) fractal terrain generation, (b) procedural modeling of buildings and
cities, and (c) crowd modeling.
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