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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Main Author: Muhammad Taufiq Fharhan Mohamad Basri
Other Authors: Chua Hock Chuan
Format: Final Year Project
Language:English
Published: 2016
Subjects:
Online Access:http://hdl.handle.net/10356/67707
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Institution: Nanyang Technological University
Language: English
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spelling 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
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering
spellingShingle DRNTU::Engineering
Muhammad Taufiq Fharhan Mohamad Basri
Photorealistic procedural terrain generation methods
description 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.
author2 Chua Hock Chuan
author_facet Chua Hock Chuan
Muhammad Taufiq Fharhan Mohamad Basri
format Final Year Project
author Muhammad Taufiq Fharhan Mohamad Basri
author_sort 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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