![]() These data also can represent complex dependencies (especially in case of underground areas, such as caves or structures created by humans). Thanks to the used input data sets, even a person not familiar with procedural terrain generation algorithms can easily define properties and layout of final terrain. The presented work introduces algorithm for procedural generation of three-dimensional terrain model using schematic maps, with data representation allowing creation of such elements as underground systems. the use of space representation adapted to their specific layout. Creation of such structures requires i.a. Due to the characteristics of some of the challenges for example in computer games, it is also necessary to include such elements as overhangs, caves or associated features. in computer games, simulations or different visualizations, apart from such elements as appearance needs to take into account such issues as level of control over final terrain shape as well as providing easy way to introduce changes after generation process. Depending on initial assumptions generation process can require different input data from user. Procedural terrain generation combines few issues such as creation of different areas, placing chosen elements across the scene as well as controlling correctness of received model. Created objects can differ both in level of detail and realism. Based on publications from this field it can be found that type of used solution is mainly dependent from its intended purpose as well as expected quality of generated element. creating trees, rocks or other characteristic elements in a given environment) as well as generation of complex ecosystems with many internal dependencies (such as creation of various types of sites, generation and distribution of plant ecosystems, etc.). ![]() Generation of content itself can in turn include both single models (like i.e. Created objects can be both two- and three-dimensional elements, for application in computer games, simulations or similar fields. Procedural content generation is a vast field, that includes many very different plications, form creation of single elements, to constructing extensive and complicated environments.
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