带有限制的自然环境的程序生成

C. Gasch, M. Chover, I. Remolar
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引用次数: 1

摘要

对于电子游戏和模拟器来说,自然环境都是虚拟世界中非常重要的一部分,但手动创建它们可能是一项非常昂贵的工作。这些程序的创建,允许轻松快速地生成它们,尽管没有办法快速准确地控制最终结果。这项工作的目的是提出一种新的创作方法,允许程序生成一个自然环境的应用程序,如轨道射击。自然环境的植被将自动沿路线区域放置。该方法基于在地面上建立一个由点组成的网格,这些点被赋予一个基于柏林噪声的每个物种出现概率的随机函数。此外,该方法从高度图中绘制分布自然元素所需的值。这些值沿着路线的距离和噪声分布的旁边进行组合,从而获得在地图的有利位置和路线附近有更大概率发生的放置模式。结果表明,该方法允许为任何高度图生成这些环境,同时关注用户可视化区域中自然元素的真实感和位置。CCS概念软件及其工程;虚拟世界训练仿真;
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Procedural Generation of Natural Environments with Restrictions
Natural environments are a very important part of virtual worlds, both for video games and for simulators, but their manual creation can be a very expensive job. The procedural creation of these, allows to generate them easily and quickly, although there is no way to control the final result quickly and accurately. The purpose of this work is to present a new method of creation, that allows the procedural generation of a natural environment for applications such as rail shooter. The vegetation of the natural environment will be placed automatically along the area of the route. The method presented, is based on establishing on the ground a grid of points which are assigned a random function of probability of appearance of each species based on Perlin noise. In addition, the method draws from the heightmap the values necessary to distribute the natural elements. These values are combined along the distance of the route and next to a noise distribution, thus obtaining placement patterns that have a greater probability of occurrence in favorable points of the map and near the route. The results show that the method allows the procedural generation of these environments for any heightmap, also focusing the realism and the placement of the natural elements in the user visualization zone. CCS Concepts Software and its engineering → Virtual worlds training simulations;
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