{"title":"程序生成地下系统与地形特征使用原理图和l -系统","authors":"Izabella Antoniuk, Przemyslaw Rokita","doi":"10.5604/01.3001.0009.5443","DOIUrl":null,"url":null,"abstract":"This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.","PeriodicalId":9737,"journal":{"name":"Challenges of Modern Technology","volume":"58 1","pages":"8-15"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Procedural generation of underground systems with terrain features using schematic maps and L-systems\",\"authors\":\"Izabella Antoniuk, Przemyslaw Rokita\",\"doi\":\"10.5604/01.3001.0009.5443\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.\",\"PeriodicalId\":9737,\"journal\":{\"name\":\"Challenges of Modern Technology\",\"volume\":\"58 1\",\"pages\":\"8-15\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Challenges of Modern Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5604/01.3001.0009.5443\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Challenges of Modern Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5604/01.3001.0009.5443","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Procedural generation of underground systems with terrain features using schematic maps and L-systems
This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.