Essays about: "Heightmap terrain"

Found 4 essays containing the words Heightmap terrain.

  1. 1. Spherical Terrains Compared : A Standardized Performance Comparison Between Heightmaps and Marching Cubes

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Christian Leo; Oskar Hansen; [2021]
    Keywords : Terrain; Planetary; Procedural; Performance; Generation;

    Abstract : Background. Games are becoming increasingly large, and that includes space games. They require new features to be developed and planets to be generated. Heightmap- and marching cubes-algorithms, allow for the generation of spherical objects and planets when adapted. READ MORE

  2. 2. User perception on procedurally generated cities affected with a heightmapped terrain parameter

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Adam Brodd; Andreas Eriksson; [2019]
    Keywords : Procedural city generation; Perlin noise; Heightmap terrain; Future Work; heightmap; Procedurell stadsgenerering; Perlin; Heightmap terräng; hightmap;

    Abstract : Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand. READ MORE

  3. 3. SeamScape A procedural generation system for accelerated creation of 3D landscapes

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Sebastian Ekman; Anders Hansson; Thomas Högberg; Anna Nylander; Alma Ottedag; Joakim Thorén; [2016-10-24]
    Keywords : Procedural generation; Computer Graphics; Unreal Engine; L-systems; Noise functions;

    Abstract : This bachelor thesis rose from the idea of speeding up game production by using procedural generation techniques. Procedural generation in the project’s scope involves the algorithmic production of data which represents a 3D environment. READ MORE

  4. 4. Large Scale Generation of Voxelized Terrain

    University essay from Institutionen för systemteknik; Tekniska högskolan

    Author : Pierre LeMoine; [2013]
    Keywords : Erosion; Terrain; GPU; Heightmap; Voxel;

    Abstract : 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. READ MORE