Photorealistic procedural terrain generation methods
With the increasing popularity in computer games, there is a demand for bigger size game worlds filled with more contents. This has attracted many game developers to search for better alternatives to increase productivity and efficiency in content generation. One solution to tackle this problem is t...
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sg-ntu-dr.10356-677072023-07-07T17:20:39Z Photorealistic procedural terrain generation methods Muhammad Taufiq Fharhan Mohamad Basri Chua Hock Chuan Vladimir Todorovic School of Electrical and Electronic Engineering DRNTU::Engineering With the increasing popularity in computer games, there is a demand for bigger size game worlds filled with more contents. This has attracted many game developers to search for better alternatives to increase productivity and efficiency in content generation. One solution to tackle this problem is through the use of Procedural Content Generation (PCG). Procedural Content Generation (PCG) refers to creating content via automated process like algorithms instead of through hand-crafting. This project will introduce and provide a detailed comparison of some of the algorithms used in generating terrains like Perlin Noise, Midpoint Displacement Algorithm, Worley Noise. The project will then, provide information on which is the best use of algorithm for certain situation. On top of that, other PCG techniques such as texture-blending and object placement methods are also discussed and implemented. Through the implementation of these algorithms, a short virtual reality game was also created to immerse players in the realism of the procedural terrains. This project was created through the use of the game engine, Unity, with C# programming language in Microsoft Visual Studio environment. This project also resulted in producing a simple Unity editor extension that is capable of generating a complete terrain environment. Bachelor of Engineering 2016-05-19T06:27:30Z 2016-05-19T06:27:30Z 2016 Final Year Project (FYP) http://hdl.handle.net/10356/67707 en Nanyang Technological University 59 p. application/pdf |
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DRNTU::Engineering Muhammad Taufiq Fharhan Mohamad Basri Photorealistic procedural terrain generation methods |
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With the increasing popularity in computer games, there is a demand for bigger size game worlds filled with more contents. This has attracted many game developers to search for better alternatives to increase productivity and efficiency in content generation. One solution to tackle this problem is through the use of Procedural Content Generation (PCG).
Procedural Content Generation (PCG) refers to creating content via automated process like algorithms instead of through hand-crafting. This project will introduce and provide a detailed comparison of some of the algorithms used in generating terrains like Perlin Noise, Midpoint Displacement Algorithm, Worley Noise. The project will then, provide information on which is the best use of algorithm for certain situation. On top of that, other PCG techniques such as texture-blending and object placement methods are also discussed and implemented.
Through the implementation of these algorithms, a short virtual reality game was also created to immerse players in the realism of the procedural terrains. This project was created through the use of the game engine, Unity, with C# programming language in Microsoft Visual Studio environment. This project also resulted in producing a simple Unity editor extension that is capable of generating a complete terrain environment. |
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Chua Hock Chuan |
author_facet |
Chua Hock Chuan Muhammad Taufiq Fharhan Mohamad Basri |
format |
Final Year Project |
author |
Muhammad Taufiq Fharhan Mohamad Basri |
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Muhammad Taufiq Fharhan Mohamad Basri |
title |
Photorealistic procedural terrain generation methods |
title_short |
Photorealistic procedural terrain generation methods |
title_full |
Photorealistic procedural terrain generation methods |
title_fullStr |
Photorealistic procedural terrain generation methods |
title_full_unstemmed |
Photorealistic procedural terrain generation methods |
title_sort |
photorealistic procedural terrain generation methods |
publishDate |
2016 |
url |
http://hdl.handle.net/10356/67707 |
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1772828839317078016 |