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Large Scale Generation of Voxelized Terrain
Linköping University, Department of Electrical Engineering. Linköping University, The Institute of Technology.
2013 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Computer-aided generation of virtual worlds is vital in modern content production. To manuallycreate all the details which todays computers can visualize would be too daunting atask for any number of artists. Procedural algorithms can quickly generate content, but thecontent suffers from being repetitive. Simulation of geological processes produce good resultsbut require a lot of resources.

In this report a solution is presented which combines procedural algorithms with geologicalsimulation in the form of erosion. A pre-processing stage generates a heightfield using proceduralnoise which is then eroded. The erosion is accelerated by being performed on the GPU.A road network is generated by connecting points scattered in the world. The pre-processedworld is then used to define a field function. The function is sampled in a grid as neededto produce voxels with different materials. Roads are added to the world by changing thematerial of the voxels. The voxels are then rendered as textured tiles depending on material.

The generated worlds are varied and interesting, much more so than worlds created purelyby procedural methods. A world can be pre-processed within a few minutes and explored inrealtime.

Place, publisher, year, edition, pages
2013. , 60 p.
Keyword [en]
Erosion, Terrain, GPU, Heightmap, Voxel
National Category
Computer Engineering
URN: urn:nbn:se:liu:diva-102761ISRN: LiTH-ISY-EX--13/4730--SEOAI: diva2:695322
Subject / course
Information Coding
2013-11-13, Algoritmen, B-Huset, Linköpings Universitet, Linköping, 20:33 (English)
Available from: 2014-02-14 Created: 2013-12-21 Last updated: 2014-02-14Bibliographically approved

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TQDT33 Report Pierre LeMoine(29441 kB)224 downloads
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