Return to search

Large Scale Generation of Voxelized Terrain

Computer-aided generation of virtual worlds is vital in modern content production. To manuallycreate all the details which todays computers can visualize would be too daunting atask for any number of artists. Procedural algorithms can quickly generate content, but thecontent suffers from being repetitive. Simulation of geological processes produce good resultsbut require a lot of resources. In this report a solution is presented which combines procedural algorithms with geologicalsimulation in the form of erosion. A pre-processing stage generates a heightfield using proceduralnoise which is then eroded. The erosion is accelerated by being performed on the GPU.A road network is generated by connecting points scattered in the world. The pre-processedworld is then used to define a field function. The function is sampled in a grid as neededto produce voxels with different materials. Roads are added to the world by changing thematerial of the voxels. The voxels are then rendered as textured tiles depending on material. The generated worlds are varied and interesting, much more so than worlds created purelyby procedural methods. A world can be pre-processed within a few minutes and explored inrealtime.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-102761
Date January 2013
CreatorsLeMoine, Pierre
PublisherLinköpings universitet, Institutionen för systemteknik, Linköpings universitet, Tekniska högskolan
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

Page generated in 0.0014 seconds