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Terrain synthesis using noise by examples

Published: 20 September 2017 Publication History

Abstract

Noise functions are versatile base functions used in many procedural generation methods. They can produce natural-like patterns usable in procedural textures, models and animations. They have been extensively used in procedural terrain implementations in games and other applications. Noise-based procedural terrains offer many advantages over static terrain models but designing such terrains is largely unintuitive by nature. Whereas traditional terrain models can be designed, e.g., in spatial editors, procedural terrains are implemented in algorithms. In this paper, a novel example based procedural terrain synthesis method is presented. A prototype application implementing the method is also constructed and evaluated. The prototype is a practical solution for example based procedural terrain design, bridging the gap between intuitive virtual terrain design and the advantages of procedural terrain functions.

References

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Ken Perlin, Noise Hardware, ACM SIGGRAPH 2002 Course 36 Notes. Retrieved from http://www.csee.umbc.edu/~olano/s2002c36/.
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Ares Lagae, Sylvain Lefebvre, R. Cook, T. DeRose, George Drettakis, David S. Ebert, J.P. Lewis, Ken Perlin and Matthias Zwicker, A Survey of Procedural Noise Functions, Computer Graphics Forum 29(8), 2010, 2579--2600.
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Ruben M. Smelik, Klaas Jan De Kraker, Saskia A. Groenewegen, Tim Tutenel and Rafael Bidarra, A Survey of Procedural Methods for Terrain Modelling, In Proceedings of the CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS), 2009, 25--34.
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David S. Ebert, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, Steven Worley, William R. Mark, John C. Hart, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin and Steven Worley, Texturing and Modeling: A Procedural Approach - Third Edition, Morgan Kauffman Publishers, 2002.
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Ken Perlin, Improving Noise, ACM Transactions on Graphics 21(3), 2002, 681--682.
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F. Kenton Musgrave, Methods for realistic landscape imaging, Doctoral thesis, Yale University, 1993.
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Ares Lagae, Sylvain Lefebvre, George Drettakis and Philip Dutré, Procedural Noise using Sparse Gabor Convolution, Proceedings of ACM SIGGRAPH 2009 28(3), 2009, 54--64.
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John Brosz, Faramarz F. Samavati and Mario Costa Sousa, Terrain Synthesis By-Example, Advances in Computer Graphics and Computer Vision. Communications in Computer and Information Science 4, 2007, 58--77.
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Cited By

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  • (2023)Architecture of a distributed software system for procedural planetoid terrain generationUkrainian Journal of Information Technology10.23939/ujit2023.01.0015:1(1-8)Online publication date: 2023
  • (2022)Using Software Agents in a Distributed Computing System for Procedural Planetoid Terrain Generation2022 IEEE 17th International Conference on Computer Sciences and Information Technologies (CSIT)10.1109/CSIT56902.2022.10000868(446-449)Online publication date: 10-Nov-2022
  • (2020)Генерування ландшафтів для сферичних поверхонь: аналіз завдання та варіанти вирішенняScientific Bulletin of UNFU10.36930/4030012430:1(136-141)Online publication date: 27-Feb-2020
  • Show More Cited By

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    cover image ACM Conferences
    AcademicMindtrek '17: Proceedings of the 21st International Academic Mindtrek Conference
    September 2017
    271 pages
    ISBN:9781450354264
    DOI:10.1145/3131085
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 20 September 2017

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    Author Tags

    1. example-based terrain synthesis
    2. noise
    3. procedural terrains

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    AcademicMindtrek'17
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    AcademicMindtrek'17: Annual Academic Mindtrek Conference
    September 20 - 21, 2017
    Tampere, Finland

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    Overall Acceptance Rate 110 of 207 submissions, 53%

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    Cited By

    View all
    • (2023)Architecture of a distributed software system for procedural planetoid terrain generationUkrainian Journal of Information Technology10.23939/ujit2023.01.0015:1(1-8)Online publication date: 2023
    • (2022)Using Software Agents in a Distributed Computing System for Procedural Planetoid Terrain Generation2022 IEEE 17th International Conference on Computer Sciences and Information Technologies (CSIT)10.1109/CSIT56902.2022.10000868(446-449)Online publication date: 10-Nov-2022
    • (2020)Генерування ландшафтів для сферичних поверхонь: аналіз завдання та варіанти вирішенняScientific Bulletin of UNFU10.36930/4030012430:1(136-141)Online publication date: 27-Feb-2020
    • (2020)Optimizing Game Performance with Dynamic Level of Detail Mesh Terrain Based on CPU Usage2020 3rd International Conference on Intelligent Autonomous Systems (ICoIAS)10.1109/ICoIAS49312.2020.9081835(93-98)Online publication date: Feb-2020
    • (2020)AutoBiomes: procedural generation of multi-biome landscapesThe Visual Computer10.1007/s00371-020-01920-7Online publication date: 24-Jul-2020
    • (2020)Comparison of Procedural Noise-Based Environment Generation MethodsComputational Collective Intelligence10.1007/978-3-030-63007-2_69(878-887)Online publication date: 23-Nov-2020

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