We present an approach for semiautomatically augmenting existing virtual environments with sensibly and plausibly distributed features which model the clutter we find in real-world scenes. It focuses on the stages of identifying sensible potential clutter placement regions and then describes a novel use of parametric surfaces as a generalised means of specifying distribution patterns within these regions
['Russell Broughton', 'Toby Howard']
Semi-automatically augmenting virtual environments with plausibly located clutter