Procedural feature generation for volumetric terrains using voxel grammars

This data was imported from DBLP:

Authors: Dey, R., Doig, J.G. and Gatzidis, C.

http://eprints.bournemouth.ac.uk/31174/

Journal: Entertain. Comput.

Volume: 27

Pages: 128-136

This data was imported from Scopus:

Authors: Dey, R., Doig, J.G. and Gatzidis, C.

http://eprints.bournemouth.ac.uk/31174/

Journal: Entertainment Computing

Volume: 27

Pages: 128-136

ISSN: 1875-9521

DOI: 10.1016/j.entcom.2018.04.003

Terrain generation is a fundamental requirement of many computer graphics simulations, including computer games, flight simulators and environments in feature films. There has been a considerable amount of research in this domain, which ranges between fully automated and semi-automated methods. Voxel representations of 3D terrains can create rich features that are not found in other forms of terrain generation techniques, such as caves and overhangs. In this article, we introduce a semi-automated method of generating features for volumetric terrains using a rule-based procedural generation system. Features are generated by selecting subsets of a voxel grid as input symbols to a grammar, composed of user-created operators. This results in overhangs and caves generated from a set of simple rules. The feature generation runs on the CPU and the GPU is utilised to extract a robust mesh from the volumetric dataset.

This data was imported from Web of Science (Lite):

Authors: Dey, R., Doig, J.G. and Gatzidis, C.

http://eprints.bournemouth.ac.uk/31174/

Journal: ENTERTAINMENT COMPUTING

Volume: 27

Pages: 128-136

eISSN: 1875-953X

ISSN: 1875-9521

DOI: 10.1016/j.entcom.2018.04.003

The data on this page was last updated at 05:32 on April 17, 2021.