16 research outputs found

    Methods for Procedural Terrain Generation

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    Procedural generation has been utilized in the automatic generation of data for a long time. This automated processing has been utilized in the entertainment industry as well as in research work in order to be able to quickly produce large amounts of just the kind of data needed, for example, in system testing. In this thesis, we examine different ways to utilize procedural generation to produce different synthetic terrains. First, we will take a closer look at what procedural generation is, where it originally started, and where it was utilized. From this we move on to look at how this technology is utilized in the creation of terrains and what terrain is generally visually required. From this we move on to look at different ways to implement terrain generation. As part of this thesis, we have selected three methods and implemented our own implementations for terrain generation. We look at the performance of these implementations, and what a test group thinks about those synthetic terrains. The results obtained from this are analyzed and presented at the end of the thesis.Proseduraalista generointia on hyödynnetty datan automaattisessa tuottamisessa jo pitkään. Tätä automatisoitua prosessointia on niin hyödynnetty viihdeteollisuudessa kuin tutkimustyössä, jotta ollaan voitu tuottaa nopeasti suuria määriä juuri sellaista dataa kuin tarvitaan esimerkiksi järjestelmän testauksessa. Tässä tutkielmassa tarkastellaan erilaisia tapoja hyödyntää proseduraalista generointia erilaisten synteettisten maastojen tuottamiseksi. Aluksi tutustutaan hieman tarkemmin siihen mitä proseduraalinen generointi on, mistä se on alunperin lähtenyt ja mihin sitä on hyödynnetty. Tästä siirrytään tarkastelemaan miten kyseistä tekniikkaa hyödynnetään maastojen luomisessa ja mitä maastoilta yleensä visuaalisesti vaaditaan. Tästä siirrytään tarkastelemaan eri tapoja toteuttaa maaston generointia. Osana tätä tutkielmaa, on valittu kolme menetelmää ja laadittu niistä kullekin oma toteutus maaston generointiin. Työssä tarkastellaan näiden toteutusten suoritustuloksia, ja mitä mieltä testiryhmä on kyseisistä synteettisistä maastoista. Saadut tulokset ja niiden analyyysi esitellään tutkielman lopussa

    Real-time transition texture synthesis for terrains.

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    Depicting the transitions where differing material textures meet on a terrain surface presents a particularly unique set of challenges in the field of real-time rendering. Natural landscapes are inherently irregular and composed of complex interactions between many different material types of effectively endless detail and variation. Although consumer grade graphics hardware is becoming ever increasingly powerful with each successive generation, terrain texturing remains a trade-off between realism and the computational resources available. Technological constraints aside, there is still the challenge of generating the texture resources to represent terrain surfaces which can often span many hundreds or even thousands of square kilometres. To produce such textures by hand is often impractical when operating on a restricted budget of time and funding. This thesis presents two novel algorithms for generating texture transitions in realtime using automated processes. The first algorithm, Feature-Based Probability Blending (FBPB), automates the task of generating transitions between material textures containing salient features. As such features protrude through the terrain surface FBPB ensures that the topography of these features is maintained at transitions in a realistic manner. The transitions themselves are generated using a probabilistic process that also dynamically adds wear and tear to introduce high frequency detail and irregularity at the transition contour. The second algorithm, Dynamic Patch Transitions (DPT), extends FBPB by applying the probabilistic transition approach to material textures that contain no salient features. By breaking up texture space into a series of layered patches that are either rendered or discarded on a probabilistic basis, the contour of the transition is greatly increased in resolution and irregularity. When used in conjunction with high frequency detail techniques, such as alpha masking, DPT is capable of producing endless, detailed, irregular transitions without the need for artistic input

    Real-time simulation and visualization of deformations on heightfields

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    Ankara : The Department of Computer Engineering and The Institute of Engineering and Science of Bilkent University, 2010.Thesis (Master's) -- Bilkent University, 2010.Includes bibliographical references leaves 117-121.The applications of computer graphics raise new expectations, such as realistic rendering, real-time dynamic scenes and physically correct simulations. The aim of this thesis is to investigate these problems on the height eld structure, an extended 2D model that can be processed e ciently by data-parallel architectures. This thesis presents methods for simulation of deformations on height eld as caused by triangular objects, physical simulation of objects interacting with height eld and advanced visualization of deformations. The height eld is stored in two di erent resolutions to support fast rendering and precise physical simulations as required. The methods are implemented as part of a large-scale height- eld management system, which applies additional level of detail and culling optimizations for the proposed methods and data structures. The solutions provide real-time interaction and recent graphics hardware (GPU) capabilities are utilized to achieve real-time results. All the methods described in this thesis are demonstrated by a sample application and performance characteristics and results are presented to support the conclusions.Yalçın, M AdilM.S

    Procedural Generation of Voxel Worlds with Castles

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    This thesis explores procedurally creating voxel based terrains and creating castles in them. With the explosion of interest in using voxels in games since the success of Minecraft, and even big budget titles like EverQuest Next using this technology, this research aims to address an area that has not received adequate attention: procedural generation of buildings like castles. By utilizing voxels combined with procedural generation of terrain, games like Minecraft and its many clones are able to offer worlds of near limitless size for the player to explore. However, this presents a challenge: how to fill a world with content worth exploring; primarily structures that look human-made. This project focuses on perhaps the most iconic of fantasy game structures: the castle. A voxel world engine was developed to explore this problem, complete with a procedural terrain generator similar to that used in voxel world games. The terrain generator developed for this project is capable of creating a variety of terrains randomly to test castle placement and generation. By drawing inspiration from real castles construction algorithms were developed to analyze areas of voxel terrain for good castle positioning and adaptive layout of a castle to the terrain. This was used to procedurally generate castles that aim to look as though they were placed into the world by a human agent

    Polarimetric Synthetic Aperture Radar

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    This open access book focuses on the practical application of electromagnetic polarimetry principles in Earth remote sensing with an educational purpose. In the last decade, the operations from fully polarimetric synthetic aperture radar such as the Japanese ALOS/PalSAR, the Canadian Radarsat-2 and the German TerraSAR-X and their easy data access for scientific use have developed further the research and data applications at L,C and X band. As a consequence, the wider distribution of polarimetric data sets across the remote sensing community boosted activity and development in polarimetric SAR applications, also in view of future missions. Numerous experiments with real data from spaceborne platforms are shown, with the aim of giving an up-to-date and complete treatment of the unique benefits of fully polarimetric synthetic aperture radar data in five different domains: forest, agriculture, cryosphere, urban and oceans

    Polarimetric Synthetic Aperture Radar, Principles and Application

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    Demonstrates the benefits of the usage of fully polarimetric synthetic aperture radar data in applications of Earth remote sensing, with educational and development purposes. Includes numerous up-to-date examples with real data from spaceborne platforms and possibility to use a software to support lecture practicals. Reviews theoretical principles in an intuitive way for each application topic. Covers in depth five application domains (forests, agriculture, cryosphere, urban, and oceans), with reference also to hazard monitorin
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