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