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Procedural generation of underground systems with terrain features using schematic maps and L-systems

Treść / Zawartość
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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
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.
Rocznik
Strony
8--15
Opis fizyczny
Bibliogr. 33 poz., rys., tab.
Twórcy
autor
  • Warsaw University of Technology, Institute of Computer Science, Nowowiejska 15/19, 00-665, Warsaw, Poland
autor
  • Warsaw University of Technology, Institute of Computer Science, Nowowiejska 15/19, 00-665, Warsaw, Poland
Bibliografia
  • [1] Mark B., Berechet T., Mahlmann T., Togelius J.: Procedural Generation of 3D Caves for Games on GPU, In Foundations of Digital Games, 2015.
  • [2] Palmer A. N.: Origin and Morphology of Limestone caves, Geological Society of America Bulletin, 103(1), 1-21, 1991.
  • [3] Shaker N., Liapis A., Togelius J., Lopes R., Bidarra R.: Constructive generation methods for dungeons and levels (DRAFT), Procedural Content Generation in Games, 31-55, 2015.
  • [4] Van der Linden R., Lopes R., Bidarra R.: Procedural generation of dungeons, IEEE Transactions on Computational Intelligence and AI in Game, 6(1), 78-89, 2014.
  • [5] Galin E., Peytavie A., Marchal N., Gurin E.: Procedural generation of roads, Computer Graphics Forum (Vol.29, No.2, pp.429-438), Blackwell Publishing Ltd., 2010.
  • [6] Huijser R., Dobbe J., Bronsvoort W. F., Bidarra R.: Procedural natural systems for game level design, SBGAMES, pp. 189- 198, IEEE, 2010.
  • [7] Kamal K. R., Kaykobad M.: Generation of mountain ranges by modifying a controlled terrain generation approach, 11th International Conference on Computer and Information Technology, pp. 527-532, IEEE, 2008.
  • [8] Gamito M. N., Musgrave F. K.: Procedural landscapes with overhangs, 10th Portuguese Computer Graphics Meeting, Vol. 2, p. 3, 2001.
  • [9] Michelon de Carli D., Pozzer C. T., Bevilacqua F., Schetinger V.: Procedural generation of 3D canyons, SIBGRAPI, pp. 103-110, IEEE, 2014.
  • [10] Peytavie A., Galin E., Grosjean J., Merillou S.: Arches: a framework for modeling complex terrains. Computer Graphics Forum, Vol. 28, No. 2, pp. 457-467, Blackwell Publishing Ltd., 2009.
  • [11] Smelik R. M., Tutenel T., de Kraker K. J., Bidarra R.: A declarative approach to procedural modeling of virtual worlds, Computers& Graphics, 35(2), pp.352-363, 2011.
  • [12] Smelik R., Galka K., de Kraker K. J., Kuijper F., Bidarra R.: Semantic constraints for procedural generation of virtual worlds, Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, p. 9, ACM, 2011.
  • [13] Prusinkiewicz P., Hammel M.: A fractal model of mountains with rivers, Graphics Interface, Vol. 93, pp. 174-180, Canadian Information Processing Society, 1993.
  • [14] Tutenel T., Bidarra R., Smelik R. M., de Kraker K. J.: Rulebased layout solving and its application to procedural interior generation, CASA Workshop on 3D Advanced Media In Gaming And Simulation, 2009.
  • [15] Merrell P., Manocha D.: Model synthesis: a general procedural modeling algorithm. IEEE Transactions on Visualization and Computer Graphics, 17(6), p 715-728, 2011.
  • [16] Matthews E., Malloy B.: Procedural generation of story-driven maps CGAMES, pp. 107-112, IEEE, 2011.
  • [17] Smelik R. M., Tutenel T., de Kraker K. J., Bidarra R.: A proposal for a procedural terrain modelling framework, EGVE, pp. 39-42, 2008.
  • [18] Smelik R. M., Tutenel T., de Kraker K. J., Bidarra R.: Declarative terrain modeling for military training games, International journal of computer games technology, 2010.
  • [19] Raz Tortelli D. M., Walter M.: Modeling and Rendering the Growth of Speleothems in Real-time, GRAPP, pp. 27-35, 2009.
  • [20] Johnson L., Yannakakis G. N., Togelius J.: Cellular automata for real-time generation of infinite cave levels, Proceedings of the 2010 Workshop on Procedural Content Generation in Games, p. 10, ACM, 2010.
  • [21] Valtchanov V., Brown J. A.: Evolving dungeon crawler levels with relative placement, Proceedings of the 5th International C* Conference on Computer Science and Software Engineering, pp. 27-35, ACM, 2012.
  • [22] Ashlock D., Lee C., McGuinness C.: Search-based procedural generation of mazelike levels, IEEE Transactions on Computational Intelligence and AI in Games, 3(3), pp. 260-273, 2011.
  • [23] Cui J., Chow Y. W., Zhang M.: Procedural generation of 3D cave models with stalactites and stalagmites, 2011.
  • [24] Boggus M., Crawfis R.: Explict Generation of 3D Models of Solution Caves for Virtual Envinronments, CGVR, pp. 85-90, 2009.
  • [25] Boggus M., Crawfis R.: Procedural creation of 3d solution cave models, Proceedings of IASTED, pp. 180-186, 2009.
  • [26] Santamaria-Ibirika A., Cantero X., Huerta S., Santos I., Bringas P. G.: Procedural Playable Cave Systems based on Voronoi Diagram and Delaunay Triangulation, International Conference on Cyberworlds, pp. 15-22, IEEE, 2014
  • [27] Boggus M., Crawfis R., Prismfield: a framework for interactive modeling of three dimensional caves, Advances in Visual Computing, pp. 213-221, Springer Berlin Heidelberg, 2010.
  • [28] Prusinkiewicz P., Lindenmayer A.: The algorithmic beauty of plants, Springer Science & Business Media, 2012.
  • [29] Hendrikx M., Meijer S., Van Der Velden J., Iosup A.: Procedural content generation for games: A survey, ACM TOMM, 9(1), 1, 2013.
  • [30] Smelik R. M., Tutenel T., Bidarra R., Benes B.: A survey on procedural modeling for virtual worlds, Computer Graphics Forum, Vol. 33, No. 6, pp. 31-50, 2014.
  • [31] Ebert D. S.: Texturing & modeling: a procedural approach, Morgan Kaufmann, 2003.
  • [32] Antoniuk I., Rokita P.: Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D Maps, Pattern Recognition and Machine Intelligence, pp 75-84, Springer International Publishing, 2015.
  • [33] Blender application home page: https://www.blender.org/ (Accesed 12.06.2016).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-26f515c5-b305-4021-8d04-bcf8aac0ae8d
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