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Generation of floating islands using height maps

A floating island was generated using two height maps, one for the bottom of the island and one for the top. Vertices of the island was displaced in the Y axis using an algorithm called Simplex noise. To avoid texture stretching that appears when displacing the vertices an algorithm called “tri planar projection” was implemented. After the vertices had been displaced the normal was smoothed using “normal smoothing”. An algorithm here called “the AVG algorithm” is created to smooth jig sawed edges around the island that appears after the island has been generated. The results of the AVG algorithm is judged by a group of 26 participants to see if any jig sawed edges are perceived. They answered a survey containing seven pictures, with each picture having one more iteration of the AVG algorithm then the last, starting from 0 iterations. Five iterations proved to be the best.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-3183
Date January 2013
CreatorsSandberg, Roland
PublisherBlekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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