<p>Terrain generation is a convoluted and a
popular topic in the VFX industry. Whether you are part of the film/TV or
gaming industry, a terrain, is a highly nuanced feature that is usually
present. Regardless of walking on a desert like terrain in the film, Blade
Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a
major part of any digital media. The purpose of this thesis is about developing
a workflow for large-scale terrains using complex data sets and utilizing this
workflow to maintain a balance between the procedural content and the artistic
input made especially for smaller companies which cannot afford an enhanced
pipeline to deal with major technical complications. The workflow consists of two
major elements, development of the tool used to optimize the workflow and the
recording and maintaining of the efficiency in comparison to the older
workflow. </p>
<p> </p>
<p> My research findings indicate that despite the
increase in overall computational abilities, one of the many issues that are
still present is generating a highly advanced terrain with the added benefits
of the artists and users’ creative variations. Reducing the overall time to
simulate and compute a highly realistic
and detailed terrain is the main goal, thus this thesis will present a method
to overcome the speed deficiency while keeping the details of the terrain present.</p>
Identifer | oai:union.ndltd.org:purdue.edu/oai:figshare.com:article/12245771 |
Date | 05 May 2020 |
Creators | Varisht Raheja (8797292) |
Source Sets | Purdue University |
Detected Language | English |
Type | Text, Thesis |
Rights | CC BY 4.0 |
Relation | https://figshare.com/articles/ASSESSING_THE_PERFORMANCE_OF_PROCEDURALLY_GENERATED_TERRAINS_USING_HOUDINI_S_CLUSTERING_METHOD/12245771 |
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