Procedural feature generation for volumetric terrains using voxel grammars

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

Journal: Entertainment Computing

Volume: 27

Pages: 128-136

ISSN: 1875-9521

DOI: 10.1016/j.entcom.2018.04.003

Abstract:

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.

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

Source: Scopus

Procedural feature generation for volumetric terrains using voxel grammars

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

Journal: ENTERTAINMENT COMPUTING

Volume: 27

Pages: 128-136

eISSN: 1875-953X

ISSN: 1875-9521

DOI: 10.1016/j.entcom.2018.04.003

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

Source: Web of Science (Lite)

Procedural feature generation for volumetric terrains using voxel grammars.

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

Journal: Entertain. Comput.

Volume: 27

Pages: 128-136

DOI: 10.1016/j.entcom.2018.04.003

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

Source: DBLP

Procedural feature generation for volumetric terrains using voxel grammars

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

Journal: Entertainment Computing

Volume: 27

Issue: August

Pages: 128-136

ISSN: 1875-9521

Abstract:

© 2018 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.

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

Source: BURO EPrints