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AutoBiomes: procedural generation of multi-biome landscapes
The Visual Computer ( IF 3.5 ) Pub Date : 2020-07-24 , DOI: 10.1007/s00371-020-01920-7
Roland Fischer , Philipp Dittmann , René Weller , Gabriel Zachmann

Advances in computer technology and increasing usage of computer graphics in a broad field of applications lead to rapidly rising demands regarding size and detail of virtual landscapes. Manually creating huge, realistic looking terrains and populating them densely with assets is an expensive and laborious task. In consequence, (semi-)automatic procedural terrain generation is a popular method to reduce the amount of manual work. However, such methods are usually highly specialized for certain terrain types and especially the procedural generation of landscapes composed of different biomes is a scarcely explored topic. We present a novel system, called AutoBiomes, which is capable of efficiently creating vast terrains with plausible biome distributions and therefore different spatial characteristics. The main idea is to combine several synthetic procedural terrain generation techniques with digital elevation models (DEMs) and a simplified climate simulation. Moreover, we include an easy-to-use asset placement component which creates complex multi-object distributions. Our system relies on a pipeline approach with a major focus on usability. Our results show that our system allows the fast creation of realistic looking terrains.

中文翻译:

AutoBiomes:多生物群落景观的程序生成

计算机技术的进步和计算机图形在广泛的应用领域中越来越多的使用导致对虚拟景观的大小和细节的需求迅速增加。手动创建巨大的、逼真的地形并用资产密集地填充它们是一项昂贵且费力的任务。因此,(半)自动程序地形生成是减少手动工作量的流行方法。然而,这些方法通常对某些地形类型高度专业化,尤其是由不同生物群落组成的景观的程序生成是一个鲜有探讨的话题。我们提出了一个名为 AutoBiomes 的新系统,它能够有效地创建具有合理生物群落分布的广阔地形,因此具有不同的空间特征。主要思想是将几种合成程序地形生成技术与数字高程模型 (DEM) 和简化的气候模拟相结合。此外,我们还包含一个易于使用的资产放置组件,可创建复杂的多对象分布。我们的系统依赖于管道方法,主要关注可用性。我们的结果表明,我们的系统可以快速创建逼真的地形。
更新日期:2020-07-24
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