Realtime Procedural Terrain Generation

نویسنده

  • Jacob Olsen
چکیده

The main goal of this paper is to provide an overview of a variety of methods for synthesis of eroded terrain for use in computer games, VR worlds and the like. Traditionally, such software uses either predefined terrains or runtime generated data based on simple fractal noise techniques. In recent years, the advances in processing power of average home computers have made it possible to simulate erosion processes near-realtime by putting emphasis on speed at the expense of physical correctness. This paper presents a fast method to synthesize natural looking fractal terrain and then proceeds to evaluate and suggest optimizations for two of the most commonly used erosion algorithms [1, 2]. With some criteria for applicability in computer games in mind, a new and much faster algorithm is then proposed. Finally, a few issues regarding terrain modifications for maximum playability are discussed. Figure 1: A rendered view of a synthesized, eroded terrain created with the techniques discussed in this paper. Definitions

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تاریخ انتشار 2004