dc.description.abstract | As virtual worlds continue to rise in popularity, so do the expectations of users for the content of virtual scenes. Virtual worlds must be large in scope and offer enough freedom of movement to keep the audience occupied at all times. For content creators, it is difficult to keep up by manually producing the surrounding content. Therefore, the application of procedural modelling techniques is required. Virtual worlds often mimic the real world, which is composed of organized and connected outdoor and indoor layouts. It is expected that all content is present on the virtual scene and that a user can navigate streets, enter buildings, and interact with furniture within a single virtual world. While there are many procedural methods for generating different layout types, they mostly focus only on one layout type, whereas complete scene generation is greatly underrepresented. This paper aims to identify the coverage of layout types by different methods because similar issues exist for the generation of content of different layout types. When creating a new method for layout generation, it is important to know if the results of existing methods can be appended to other methods. This paper presents a survey of existing procedural modelling methods, which were organized into five categories based on the core approach: pure subdivision, grammar‐based, data‐driven, optimization, and simulation. Information about the covered layout types, the possibility of user interaction during the generation process, and the input and output shape types of the generated content is provided for each surveyed method. The input and output shape types of the generated content can be useful to identify which methods can continue the generation by using the output of other methods as their input. It was concluded that all surveyed methods work for only a few different layout types simultaneously. Moreover, only 35% of the surveyed methods offer interaction with the user after completing the initial process of space generation. Most existing approaches do not perform transformations of shape types. A significant number of methods use the irregular shape type as input and generate the same shape type as the output, which is sufficient for coverage of all layout types when generating a complete virtual world. | en_US |