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research
Procedural feature generation for volumetric terrains using voxel grammars
Authors
Bretz
Christos Gatzidis
+25 more
Crassin
Dado
Ebert
Geiss
Greene
Jason G. Doig
Koca
Kämpe
Laine
Lipp
Museth
Müller
Peytavie
Powell
Prusinkiewicz
Rahul Dey
Santamaría-Ibirika
Setaluri
Steinberger
Steinberger
Stiny
Sutton
Wang
Wonka
Wrenninge
Publication date
1 August 2018
Publisher
'Elsevier BV'
Doi
Cite
Abstract
© 2018 Terrain generation is a fundamental requirement of many computer graphics simulations, including computer games, flight simulators and environments in feature films. There has been a considerable amount of research in this domain, which ranges between fully automated and semi-automated methods. Voxel representations of 3D terrains can create rich features that are not found in other forms of terrain generation techniques, such as caves and overhangs. In this article, we introduce a semi-automated method of generating features for volumetric terrains using a rule-based procedural generation system. Features are generated by selecting subsets of a voxel grid as input symbols to a grammar, composed of user-created operators. This results in overhangs and caves generated from a set of simple rules. The feature generation runs on the CPU and the GPU is utilised to extract a robust mesh from the volumetric dataset
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Bournemouth University Research Online
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oai:eprints.bournemouth.ac.uk:...
Last time updated on 15/09/2018
Crossref
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info:doi/10.1016%2Fj.entcom.20...
Last time updated on 02/11/2020