A Graph-Based Approach to Procedural Terrain

Detta är en Kandidat-uppsats från KTH/Skolan för informations- och kommunikationsteknik (ICT)

Sammanfattning: Procedural terrain generation is a field that handles procedural, not by hand, generated realistic looking terrain for use in simulations, video games, movie special effects or art. It allows for creation of vast and far more detailed terrain than humans can create by hand. In this paper a new method for procedural terrain generation is presented. Terrain is generated in three steps. An arbitrarily shaped network oh nodes, a graph, is used as a base to design the shape and layout of terrain features. Common algorithms are used to generate custom terrain features inside the graphs sealed areas and finally the generated terrain is merged into a single piece using a new method. In this manner, more controlled and detailed terrain can be created as the layout and shape of features can be controlled.

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