1,215 research outputs found

    Extensible Terrain Generator

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    The goal of the Extensible Terrain Generator is to provide a flexible framework for experimentation with procedural terrain generation. This framework supports easy addition of new terrain generation algorithms, automatically generates UI elements to control their parameters, and even allows swapping out the entire underlying data structure with minimal effort. Terrain algorithms are decoupled from the actual terrain data structure, and as such either side can be changed with no need to modify the other. A grid-based heightmap terrain data structure and a plate tectonics simulation algorithm are currently implemented, with an icosphere-based terrain data structure waiting to be swapped in—this will require no changes to the plate tectonics algorithm. Planned future additions include erosion simulation, meteor impacts, and volcanism. Output is configurable per terrain data structure type, with the grid-based terrain outputting a grayscale heightmap suitable for import into a variety of applications

    Procedural content generation of virtual terrain for games

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    Abstract. Game developers use Procedural Content Generation (PCG) in aid of game development to reduce costs, reach better memory consumption, increase creativity, and augment our limited human imagination by generating content algorithmically. Virtual terrain is one of the main topics of PCG; how well do these techniques support the special needs of game level design? To answer this question, a literature review was conducted to analyse correlation between the capabilities of various PCG-techniques and the needs of level design patterns. We observed that techniques permitting higher degree of local control increased their applicability for virtual terrain in games and that traditional fractal techniques, such as the midpoint displacement method and noise-functions, performed poorly despite their popularity. Our foremost contributions to this field of study were new insights towards more suitable PCG-techniques for use in game development

    Procedural modelling of terrains with constraints

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    Terrain is an essential part of any outdoor environment and, consequently, many techniques have appeared that deal with the problem of its automatic generation, such as procedural modeling. One form to create terrains is using noise functions because its low computational cost and its random result. However, the randomness of these functions also makes it difficult to have any control over the result obtained. In order to solve the problem of lack of control, this paper presents a new method noise-based that allows procedural terrains creation with elevation constraints (GPS routes, points of interest and areas of interest). For this, the method establishes the restrictions as fixed values in the heightmap function and creates a system of equations to obtain all points that they depend this restrictions. In this way, the terrain obtained maintains the random noise, but including the desired restrictions. The paper also includes how we apply this method on large terrain models without losing resolution or increasing the computational cost excessively. The results show that our method makes it possible to integrate this kind of constraints with high accuracy and realism while preserving the natural appearance of the procedural generation

    The Computer Graphics Scene in the United States

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    We briefly survey the major thrusts of computer graphics activities, examining trends and topics rather than offering a comprehensive survey of all that is happening. The directions of professional activities, hardware, software, and algorithms are outlined. Within hardware we examine workstations, personal graphics systems, high performance systems, and low level VLSI chips; within software, standards and interactive system design; within algorithms, visible surface rendering and shading, three-dimensional modeling techniques, and animation. Note: This paper was presented at Eurographics\u2784 in Copenhagen, Denmark

    Automatic evolution of programs for procedural generation of terrains for video games: accessibility and edge length constraints

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    Nowadays the video game industry is facing a big challenge: keep costs under control as games become bigger and more complex. Creation of game content, such as character models, maps, levels, textures, sound effects and so on, represent a big slice of total game production cost. Hence, the video game industry is increasingly turning to procedural content generation to amplify the cost-effectiveness of the efforts of video game designers. However, procedural methods for automated content generation are difficult to create and parametrize. In this work we study a Genetic Programming based procedural content technique to generate procedural terrains that do not require parametrization, thus, allowing to save time and help reducing production costs. Generated procedural terrains present aesthetic appeal; however, unlike most techniques involving aesthetic, our approach does not require a human to perform the evaluation. Instead, the search is guided by the weighted sum of two morphological metrics: terrain accessibility and obstacle edge length. The combination of the two metrics allowed us to find a wide range of fit terrains that present more scattered obstacles in different locations, than our previous approach with a single metric. Procedural terrains produced by this technique are already in use in a real video game

    RiverLand 2.0: Blending of Multiple User-defined Slopes in a Procedurally Modeled Terrain

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    This writing project attempts to improve on and add features to the current program called RiverLand originally designed and implemented by Dr. Soon Tee Teoh. I discuss the original methods used by RiverLand to create procedurally generated terrain. I then explore the weaknesses of the original RiverLand which include having only linear ridges and undesirable medial axis cells. I then tackle the problem of recurring patterns when texturizing a surface with very few textures. I propose how to solve these problems and explain the methods used to accomplish this. I discuss the user interfaces that were designed to accommodate the added features to RiverLand. I also discuss the open problems with the updated RiverLand

    Robotic Lunar Landers for Science and Exploration

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    NASA Marshall Space Flight Center (MSFC) and The Johns Hopkins University Applied Physics Laboratory (APL) have been conducting mission studies and performing risk reduction activities for NASA s robotic lunar lander flight projects. This paper describes some of the lunar lander concepts derived from these studies conducted by the MSFC/APL Robotic Lunar Lander Development Project team. In addition, the results to date of the lunar lander development risk reduction efforts including high pressure propulsion system testing, structure and mechanism development and testing, long cycle time battery testing and combined GN&C and avionics testing will be addressed. The most visible elements of the risk reduction program are two autonomous lander flight test vehicles: a compressed air system with limited flight durations and a second version using hydrogen peroxide propellant to achieve significantly longer flight times and the ability to more fully exercise flight sensors and algorithms
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