Why Procedural Terrain? Large area exploration Small details - - PowerPoint PPT Presentation

why procedural terrain
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Why Procedural Terrain? Large area exploration Small details - - PowerPoint PPT Presentation

Why Procedural Terrain? Large area exploration Small details interest Endless worlds (e.g. Minecraft) Time saving for artists Procedural generation Artistic control Overview 1. Polygonal Map: initial shape 2.


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Why Procedural Terrain?

  • Large area  exploration
  • Small details  interest
  • Endless worlds (e.g. Minecraft)
  • Time saving for artists

Procedural generation Artistic control

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Overview

  • 1. Polygonal Map: initial shape
  • 2. Terrain Features: tune the terrain
  • 3. Water Erosion: increase realism
  • 4. Vegetation: add life
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Perlin Noise

The programmer’s friend

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Fractal noise – sum of perlin noise

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Step 1: : Polygonal Map

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Voronoi diagram

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Island shape

Perlin noise + distance to the center

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Elevation, Temperature, Moisture

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Elevation, Temperature, Moisture

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Elevation, Temperature, Moisture

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Elevation, Temperature, Moisture

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Create height map

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Step 2: : Terrain Features

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Feature Curves

Interpolation between Control Points

  • Elevation
  • Plateau size
  • Slope size
  • Slope angle
  • Smoothing influence
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Hills

  • nly elevation and smoothing, no slope
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Hills

  • nly elevation and smoothing, no slope
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Ridge lines

45° slope

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Ridge lines

45° slope

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Cliffs

90° slope at one side, long smoothing at the other side

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Cliffs

90° slope at one side, long smoothing at the other side

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Step 3: : Hydraulic Erosion

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Pipe model

Move water from one cell to another when the height is lower

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Erosion

Water erodes sediment on steep slopes Sediment is deposited on flat areas

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Step 4: : Vegetation

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Assign biomes

  • Texture
  • Grass density
  • Tree types
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Grass

quads with texture

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Grass

quads with texture

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Grass

quads with texture

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Trees

  • Define trees recursively
  • Specify properties for every layer:
  • Radius, scaling
  • Curvature
  • Branching, splitting
  • Textures
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Problem: too many polygons Use impostors for distant rendering

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Thanks for your attention