程序生成地下系统与地形特征使用原理图和l -系统

Izabella Antoniuk, Przemyslaw Rokita
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引用次数: 1

摘要

本文介绍了一种通过对一组原理图进行处理,实现具有地形特征的地下系统程序生成的算法。l系统和元胞自动机用于生成最终的系统形状。大多数现有的算法都不适合在电脑游戏中应用,因为它们通常缺乏任何相当程度的控制,需要大量的计算或产生过于复杂的网格。我们提出了我们的解决方案,它可以从非常简单的输入产生可编辑的3D对象,具有对最终系统布局的高水平控制。我们还允许在生成过程的每个关键步骤进行评估。提出的方法结合了各种地形特征的放置,钟乳石、石笋和柱子作为这些元素的例子。获得的结果可以用于电脑游戏或类似的应用。
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Procedural generation of underground systems with terrain features using schematic maps and L-systems
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.
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