A Beginners Guide to Procedural Terrain Modelling Techniques

Kati Steven Emmanuel, Christian Mathuram, A. Priyadarshi, Rishu Abraham George, J. Anitha
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Abstract

Creating content for games manually is very time consuming & labor-intensive work. With the constant evolution in hardware technology, it is difficult to cope up with the high levels of visual fidelity and performance that is expected of this medium. Procedural Content Generation is a very good alternative to manual content creation but still has seen very limited usage. Common drawbacks of this process are the lack of control over the output & and the absence of a unifying modeling framework to make use of these techniques, although more recent research has been aimed towards tackling this problem. This paper surveys the various properties of procedural terrain modeling techniques (which are: Random Number Generator, Perlin Noise, Voronoi Tessellation and Midpoint Displacement), assess the authenticity of the output and the control a user can exert over the procedure.
程序地形建模技术的初学者指南
手动创造游戏内容是一项非常耗时且费力的工作。随着硬件技术的不断发展,很难满足这种媒体所期望的高水平的视觉保真度和性能。程序化内容生成是手动内容创建的一个很好的替代方案,但它的使用仍然非常有限。该过程的常见缺点是缺乏对输出的控制和缺乏统一的建模框架来使用这些技术,尽管最近的研究旨在解决这个问题。本文调查了程序地形建模技术的各种特性(即:随机数生成器、柏林噪声、Voronoi镶嵌和中点位移),评估了输出的真实性和用户可以对程序施加的控制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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