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.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-102761 |
Date | January 2013 |
Creators | LeMoine, Pierre |
Publisher | Linköpings universitet, Institutionen för systemteknik, Linköpings universitet, Tekniska högskolan |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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