Procedural Generation of Volumetric Data for Terrain

Total Page:16

File Type:pdf, Size:1020Kb

Procedural Generation of Volumetric Data for Terrain DEGREE PROJECT IN COMPUTER SCIENCE AND ENGINEERING, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2019 Procedural Generation of Volumetric Data for Terrain HENRIQUE FURTADO MACHADO KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Sammanfattning En proceduell metod har framställts för att generera volymdata för terräng- er med hjälp av en höjdkarta samt information om terrängens material. Till skillnad från tidigare metoder har följande nyttjat den omfattande forskningen kring genererad terräng. Det här genom att anpassa materialens lager till ter- rängens topologi. Metoden tillåter användaren att specifiera materialen som stratifierade eller eroderade, vilket genereras olika: stratifierat material stap- las och generar på så vis materialen i lager, medan eroderat material samlas på jämn terräng. Vi jämför en termisk erosionsmetod med originellt tillväga- gångssätt som nyttjar användarinformation om terrängens lutning som en gen- väg till att generera eroderade lager samt presterar signifikant bättre. Fördelar samt nackdelar med båda teknikerna utforskas och diskuteras. Procedural Generation of Volumetric Data for Terrain Henrique Furtado Machado School of Electrical Engineering and Computer Science KTH Royal Institute of Technology [email protected] Figure 1: Procedually generated volumetric material layers . ABSTRACT 1 INTRODUCTION A procedural method is proposed to generate volumetric data for Terrain is often an integral part of virtual applications such as terrain using a surface height map and information about materials games, feature film special effects and simulations. Creating land- as input. In contrast to previous explored methods this approach scapes with a high level of detail can be a time consuming task takes advantage of the extensive research on surface terrain gener- for artists and developers, thus several techniques have been pro- ation by adapting the material layers to the topology of the input posed to procedurally generate them. Using these techniques it is terrain. The method allows the user to specify materials as stratified possible to randomly create expansive environments in a matter or eroded, which are generated differently: stratified materials are of seconds. These methods have been explored both in the field stacked to generate material layers while eroded materials accumu- of computer graphics and procedural content generation, and can late on even terrain. We compare a thermal erosion method and broadly be categorized as procedural-based, simulation-based or an original approach that uses information about the slope of the example-based methods [Galin et al. 2019]. terrain as a shortcut to generate eroded layers and performs signifi- The use of procedural generation is even more relevant for ap- cantly better. The advantages and drawbacks of each technique are plications that require volumetric terrain - terrain in which there explored and discussed. is also information about subsurface materials - since the amount of data that has to be created is exponentially larger. The success of Minecraft 1, a game in which players explore a procedurally generated virtual world that they can dig through to find caves KEYWORDS and secrets underground shows the demand for techniques that generate volumetric terrain. procedural terrain generation, volumetric terrain, thermal erosion, procedural modelling 1https://www.minecraft.net/ 1 User generated material information Input height map Output terrain Stratified layers Erosion Simulation generation Figure 2: Step by step of the proposed method. In the literature, volumetric models for storing data are often that can be observed in large-scale terrain. This is often achieved used to improve surface terrain using erosion techniques [Mus- through the use of fractional Brownian motion (fBm), where the grave et al. 1989] or by adding interesting features such as arches same base function is sampled with increasing frequencies and and overhangs [Gamito and Musgrave 2001; Peytavie et al. 2009]. decreasing amplitudes generating the so called octaves which are However, very little has been explored regarding techniques that then added together [Fournier et al. 1982]. generate volumetric material data for terrain, and the only method The midpoint displacement and diamond-square algorithms are present in the literature produces uninteresting surface terrain popular examples of base functions that are used to generate octaves [Santamaría-Ibirika et al. 2014]. for the fBm. These subdivision algorithms iteratively divide the In this paper a method is introduced to generate appropriate terrain while adding random displacements on the grid that is volumetric data that adapts to the topology of the surface terrain created [Mandelbrot 1983]. provided as input. In order to achieve these results, two different Another popular option of base function for the fBm are noise methods are proposed to generate what are referred to as eroded functions [Lagae et al. 2010]. Since the introduction of Perlin noise materials. While the stratified materials form the layers that are [Perlin 1985], many different variations, improvements and ex- stacked on top of each other to create the static part of the volu- tensions have been proposed and used for terrain generation. The metric terrain, the eroded materials accumulate on areas with even original Perlin noise and most of its extensions are a type of gradient terrain. To generate them, one of the proposed methods is a tra- noise, where the a grid of pseudo random gradients are generated ditional approach based on thermal erosion techniques, while the and the values between them are interpolated based on the dot other is a novel technique that takes advantage of the derivatives products of the gradients on the nearest vertices. of the terrain height to produce similar looking results with much Procedural techniques, although powerful and easily implemented, higher efficiency. have several drawbacks. They fail to capture some characteristics of real-world terrain, such as the structure of mountain ridges and 2 RELATED WORK other specific land forms. The generated terrain tends to be very repetitive and the lack of control means that the user must have The research field of procedural content generation (PCG) investi- technical understanding of the parameters to be able to modify the gates the algorithmic creation of content. It aims to allow content to generation process in a meaningful way. be generated automatically, and can therefore reduce the workload of artists and designers [Hendrikx et al. 2013]. One of the most 2.1.2 Physical simulations tend to focus more on modelling the important parts of any game is the terrain the user will traverse systems that generate and modify the terrain then on how it will through and sometimes interact with while playing. PCG of ter- ultimately look like. The majority of simulation techniques focuses rain, also known as procedural modelling of terrain, is a widely on erosion, that is, a processes that removes material from one area researched area [Smelik et al. 2014], and has been used in several of the terrain and moves it to another location. These are often commercially successful applications, such as games and movies. used to simulate the effects of rainfall, wind, water streams and time, and may be used in combination with procedural techniques 2.1 Terrain Generation in order to improve the terrain generated by them. Several methods have been proposed to generate and modify terrain. Hydraulic erosion aims to simulate the effects of water, usually These methods generally fall into three categories: procedural tech- rain, on the landscape. The most common implementation works niques, physical simulations and example-based methods [Galin by depositing droplets of water at random points of the terrain and et al. 2019]. allowing them to move through it while removing or depositing material in the process [Olsen 2004]. The amount eroded by droplet 2.1.1 Procedural techniques rely on algorithms which are not of water during a time step depends on its volume and the amount trying to emulate geological processes. Commonly, these methods of sediment it is already carrying. This type of erosion tends to rely on fractal models, attempting to mimic the fractal properties form steeper slopes and larger valleys. 2 Thermal erosion is another commonly used erosion technique. larger, and a naive implementation will require O¹n3º instead. This The goal here is to simulate the weathering that naturally occurs can be improved by using Sparse Voxel Octrees [Laine and Karras on real-world terrain where material is set loose and accumulates 2010] and other compression techniques [Kämpe et al. 2013], but at the bottom of steep slopes [Musgrave et al. 1989]. At each time still performs worse than height maps memory-wise. The voxel step loose material is moved from one point to another if the height model is widely used for physical simulation techniques such as difference between them is larger than a predetermined settlement erosion, providing much better results than height maps. angle. 2.2.3 Layer representations arose from the observation that real- Although the most prevalent topic in research, erosion tech- world terrain is structured in stratified layers. That is, usually, there niques are not the only simulation methods that have been explored. are few changes of material layers vertically. That means that it is Work has been done with the simulation of tectonic activity, by not
Recommended publications
  • Procedural Content Generation for Games
    Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank.
    [Show full text]
  • Procedural Generation of a 3D Terrain Model Based on a Predefined
    Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Bachelor of Science Thesis in Applied Information Technology Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 Bachelor of Science Thesis Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström © Matilda Andersson, 2017.
    [Show full text]
  • Procedural Generation of Content in Video Games
    Bachelor Thesis Sven Freiberg Procedural Generation of Content in Video Games Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science PROCEDURALGENERATIONOFCONTENTINVIDEOGAMES sven freiberg Bachelor Thesis handed in as part of the final examination course of studies Applied Computer Science Department Computer Science Faculty Engineering and Computer Science Hamburg University of Applied Science Supervisor Prof. Dr. Philipp Jenke 2nd Referee Prof. Dr. Axel Schmolitzky Handed in on March 3rd, 2016 Bachelor Thesis eingereicht im Rahmen der Bachelorprüfung Studiengang Angewandte Informatik Department Informatik Fakultät Technik und Informatik Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer Prof. Dr. Philipp Jenke Zweitgutachter Prof. Dr. Axel Schmolitzky Eingereicht am 03. März, 2016 ABSTRACT In the context of video games Procedrual Content Generation (PCG) has shown interesting, useful and impressive capabilities to aid de- velopers and designers bring their vision to life. In this thesis I will take a look at some examples of video games and how they made used of PCG. I also discuss how PCG can be defined and what mis- conceptions there might be. After this I will introduce a concept for a modular PCG workflow. The concept will be implemented as a Unity plugin called Velvet. This plugin will then be used to create a set of example applications showing what the system is capable of. Keywords: procedural content generation, software architecture, modular design, game development ZUSAMMENFASSUNG Procedrual Content Generation (PCG) (prozedurale Generierung von Inhalten) im Kontext von Videospielen zeigt interessante und ein- drucksvolle Fähigkeiten um Entwicklern und Designern zu helfen ihre Vision zum Leben zu erwecken.
    [Show full text]
  • Procedural Generation
    Procedural Generation Kaarel T~onisson 2018-04-20 Kaarel T~onisson Procedural Generation 2018-04-20 1 / 37 Contents I Procedural generation overview I Development-time generation I Execution-time generation I Noise-based techniques I Perlin noise I Simplex noise I Synthesis-based techniques I Tiling I Image quilting I Deep learning I Procedural content generation I Early history I Case study: Minecraft Kaarel T~onisson Procedural Generation 2018-04-20 2 / 37 What is procedural generation? I Method of creating something algorithmically I As opposed to creating something manually I Few inputs can generate many different outputs I One seed number can generate a unique world Kaarel T~onisson Procedural Generation 2018-04-20 3 / 37 Where can procedural generation be used? In theory I Every field of creative development I Textures I Models (characters, trees, equipment) I Worlds (terrain geometry, object placement) I Item parameters I Stories and history I Sound effects and music Kaarel T~onisson Procedural Generation 2018-04-20 4 / 37 Where is it actually used? In practice I Often: Extent is limited I Most assets are made by hand I Procedural parts are edited by hand I Sometimes: Heavily reliant on procedural generation I Certain games I Size-limit challenges Kaarel T~onisson Procedural Generation 2018-04-20 5 / 37 When is generation performed? (Option 1) During development I Asset is generated, then enhanced by hand I Examples: I Algorithm generates terrain, developer adds objects and detail I Algorithm generates basic texture, developer adds
    [Show full text]
  • Procedural Generation of Content for Online Role Playing Games
    PROCEDURAL GENERATION OF CONTENT FOR ONLINE ROLE PLAYING GAMES Jonathon Doran Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Ian Parberry, Major Professor Armin Mikler, Committee Member Robert Renka, Committee Member Robert Akl, Committee Member Barrett Bryant, Chair of the Department of Computer Science and Engineering Costas Tsatsoulis, Dean of the College of Engineering Mark Wardell, Dean of the Toulouse Graduate School Doran, Jonathon. Procedural Generation of Content for Online Role Playing Games. Doctor of Philosophy (Computer Science and Engineering), August 2014, 132 pp., 10 tables, 33 figures, 92 numbered references. Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation, something which cannot be done with current techniques. Using developers to create rules and assets for a content generator instead of creating content directly will lower development costs as well as reduce the development time for new game content to seconds rather than days. This work is part of the field of computational creativity, and involves the use of computers to create aesthetically pleasing game content, such as terrain, characters, and quests.
    [Show full text]
  • GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
    TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines.
    [Show full text]
  • Procedural Planet Generation in Game Develop- Ment
    ! ! ! ! ! ! ! ! ! Henry Vuontisjärvi PROCEDURAL PLANET GENERATION IN GAME DEVELOP- MENT ! ! ! ! ! ! ! ! ! ! ! ! PROCEDURAL PLANET GENERATION IN GAME DEVELOP- MENT ! ! ! ! ! ! Henry Vuontisjärvi Opinnäytetyö Kevät 2014 Tietotekniikan koulutusohjelma Oulun seudun ammattikorkeakoulu TIIVISTELMÄ Oulun ammattikorkeakoulu !Tietotekniikan koulutusohjelma, ohjelmistokehityksen suuntautumisvaihtoehto Tekijä(t): Henry Vuontisjärvi Opinnäytetyön nimi: Procedural planet generation in game development Työn ohjaaja(t): Veikko Tapaninen, Marjo Heikkinen Työn valmistumiskuukausi ja -vuosi: Kevät 2014 !Sivumäärä: 33 Opinnäytetyön tavoitteena oli toteuttaa lisäosa Unity-pelimoottoriin, jolla voi luo- da pelinkehitykseen sopivia kolmiuloitteisia planeettamalleja käyttäen ohjel- mallisen sisällön luomisen tekniikoita (procedural generation). Lisäosa muodos- tuu kolmesta osasta: Unityn editorissa toimiva työkalu pinnan muotojen visuaal- ista suunnittelua varten, kolmiulotteisia malleja tehokkaasti laskeva ohjel- makoodi sekä ohjelman ajonaikana lisää yksityiskohtia tuottava ohjelmakoodi. Työssä käydään läpi käytetyt tekniikat ja esitellään projektin lopputulokset. Työssä hyödynnettiin aiemmin Java-sovelluksena toteutetun planeettageneraat- torin tekemisen aikana opittuja tietoja. Työ toteuttiin käyttäen Unity-pelimoottoria ja C#-kieltä Monodevelop-kehitysympäristössä. Työn tuloksena syntyi lisäosa joka julkaistiin Unity Asset Storessa. ! ! ! ! ! ! ! ! ! ! Asiasanat: ohjelmallinen sisällön luominen, planeetat, pelit, pelinkehitys, Unity !3 ABSTRACT Oulu University
    [Show full text]
  • Framework for Real-Time Editing of Endless Procedural Terrains
    Framework for Real-Time Editing of Endless Procedural Terrains Johan Klokkhammer Helsing Master of Science in Computer Science Submission date: July 2014 Supervisor: Anne Cathrine Elster, IDI Norwegian University of Science and Technology Department of Computer and Information Science Problem description Game developers commonly re-implement terrain generating code for each project they are working on, thus using up valuable development time. Furthermore, terrain generating code is often written in compiled languages, and this usually requires the code to be recompiled and the application relaunched each time a change has been made to the generator. Games and other virtual environments often use terrains generated using the implicit procedural techniques of Perlin and Musgrave. These techniques have also been applied to heightmap-generating software and 3D-modeling software. Such programs commonly offer a node editor letting the user visually edit an expression tree consisting of common procedural algorithms and mathematical functions. The results of the changes can often be viewed in real time. These packages, however, do not let you run the generation on the client. A heightmap has to be generated in its entirety first; and can then be imported by the game or application as a non-procedural model. Hence, many of the desirable properties of procedural generation are lost in the process, such as the ability to generate infinite worlds or a new world each time a game is started. The goal of this project is to combine the ease of use of visually editing an expression tree in a node editor with the ability to generate terrain on demand at the player's computer.
    [Show full text]
  • 3D Computer Graphics Compiled By: H
    animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between
    [Show full text]
  • Procedural Feature Generation for Volumetric Terrains Using Voxel Grammars T ⁎ Rahul Deya,B, , Jason G
    Entertainment Computing 27 (2018) 128–136 Contents lists available at ScienceDirect Entertainment Computing journal homepage: www.elsevier.com/locate/entcom Procedural feature generation for volumetric terrains using voxel grammars T ⁎ Rahul Deya,b, , Jason G. Doiga, Christos Gatzidisb a Sony Interactive Entertainment Euro R&D, 13 Great Marlborough Street, London W1F 7HP, UK b Bournemouth University, Poole House, Talbot Campus, Poole, Dorset BH12 5BB, UK ARTICLE INFO ABSTRACT 2010 MSC: Terrain generation is a fundamental requirement of many computer graphics simulations, including computer 00-01 games, flight simulators and environments in feature films. There has been a considerable amount of research in 99-00 this domain, which ranges between fully automated and semi-automated methods. Voxel representations of 3D Keywords: terrains can create rich features that are not found in other forms of terrain generation techniques, such as caves Procedural generation and overhangs. In this article, we introduce a semi-automated method of generating features for volumetric Terrain terrains using a rule-based procedural generation system. Features are generated by selecting subsets of a voxel Voxels grid as input symbols to a grammar, composed of user-created operators. This results in overhangs and caves Grammar 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. 1. Introduction advantage of this approach is that both constructive and destructive methods to terrain creation can be adopted without being concerned Generation of terrains can be a particularly important process when about real-time polygon mesh editing, i.e.
    [Show full text]
  • Orientador: José Eduardo De Lucca
    UNIVERSIDADE FEDERAL DE SANTA CATARINA COMPARAÇÃO PRATICA ENTRE SIMPLEX NOISE E PERLIN NOISE PARA GERAÇÃO DE TERRENOS PROCEDURAIS RAFAEL GUEDES MARTINS TRABALHO DE CONCLUSÃO DO CURSO DE SISTEMAS DE INFORMAÇÃO Orientador: José Eduardo De Lucca Florianópolis, 08 de julho de 2012. RAFAEL GUEDES MARTINS COMPARAÇÃO PRATICA ENTRE SIMPLEX NOISE E PERLIN NOISE PARA GERAÇÃO DE TERRENO PROCEDURAL Trabalho de conclusão de curso apresentado como parte das atividades para obtenção do título de Bacharel do curso de Sistemas de Informação da Universidade Federal de Santa Catarina. Prof. orientador: José Eduardo De Lucca Florianópolis, 2012 Autoria: Rafael Guedes Martins Título: Comparação pratica entre Simplex Noise e Perlin Noise para geração de terreno procedural Trabalho de conclusão de curso apresentado como parte das atividades para obtenção do título de Bacharel do curso de Sistemas de Informação da Universidade Federal de Santa Catarina. Banca examinadora: ______________________________________________ Prof. M.Sc. José Eduardo De Lucca Orientador ______________________________________________ Prof. Dr. João Candido Dovicchi Membro da banca avaliadora ______________________________________________ Dennis Kerr Coelho Membro da banca avaliadora Resumo Funções de ruido procedural são usadas vastamente em Computação Gráfica, desde a renderização de filmes a videogames. A habilidade de adicionar detalhes complexos e complicados a baixos custos de memoria é uma de suas principais características. Este Trabalho de Conclusão de Curso é motivado pela importância do ruido procedural na computação e o uso abrangente na industria. O objetivo é demonstrar as diferenças de implementação e desempenho entre dois dos algorítimos de geração de ruido famosos, O Perlin Noise e o Simplex Noise. Ambos feitos pelo mesmo autor Ken Perlin. Neste Trabalho será explicado breviamente o que são funções de ruido, como normalmente funcionam, e quais vantagens estas costumam ter, dando enfase a Perlin Noise e Simplex Noise.
    [Show full text]
  • Procedural Generation of Infinite Terrain from Real-World Elevation
    Journal of Computer Graphics Techniques Vol. 3, No. 1, 2014 http://jcgt.org Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data Ian Parberry University of North Texas Figure 1.A 180◦ panorama of terrain generated using elevation data from Utah. Abstract The standard way to procedurally generate random terrain for video games and other applica- tions is to post-process the output of a fast noise generator such as Perlin noise. Tuning the post-processing to achieve particular types of terrain requires game designers to be reason- ably well-trained in mathematics. A well-known variant of Perlin noise called value noise is used in a process accessible to designers trained in geography to generate geotypical terrain based on elevation statistics drawn from widely available sources such as the United States Geographical Service. A step-by-step process for downloading and creating terrain from real- world USGS elevation data is described, and an implementation in C++ is given. 1. Introduction Terrain generation is an example of what is known in the game industry as procedu- ral content generation. Procedural content generation needs to have three important properties. First, it needs to be fast, meaning that it has to use only a fraction of the computing power on a current-generation computer. Second, it needs to be both ran- dom and structured so that it creates content that is varied and interesting. Third, it needs to be controllable in a natural and intuitive way. As noted in the excellent survey paper by Smelik et al. [2009], procedural terrain generation is often based on fractal noise generators such as Perlin noise [Perlin 1985; Perlin 2002] (for more details see, for example, the book by Ebert et al.
    [Show full text]