Algorithms and Approaches for Procedural Terrain Generation - A Brief Review of Current Techniques

Thomas J. Rose, Anastasios G. Bakaoukas
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引用次数: 11

Abstract

This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate 'noise' (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research.
程序地形生成的算法和方法-当前技术的简要回顾
本文旨在讨论游戏程序地形生成的现有方法。这将包括用于生成“噪音”的许多功能(在程序地形和纹理合成中被证明非常有用)以及一些高级程序内容生成技术。本文总结了所讨论的材料,同时试图突出未来研究的领域。
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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