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Why Procedural Terrain? Large area exploration Small details - PowerPoint PPT Presentation

Why Procedural Terrain? Large area exploration Small details interest Endless worlds (e.g. Minecraft) Time saving for artists Procedural generation Artistic control Overview 1. Polygonal Map: initial shape 2.


  1. Why Procedural Terrain? • Large area  exploration • Small details  interest • Endless worlds (e.g. Minecraft) • Time saving for artists  Procedural generation  Artistic control

  2. Overview 1. Polygonal Map: initial shape 2. Terrain Features: tune the terrain 3. Water Erosion: increase realism 4. Vegetation: add life

  3. Perlin Noise The programmer’s friend

  4. Fractal noise – sum of perlin noise

  5. Step 1: : Polygonal Map

  6. Voronoi diagram

  7. Island shape Perlin noise + distance to the center

  8. Elevation, Temperature, Moisture

  9. Elevation, Temperature, Moisture

  10. Elevation, Temperature, Moisture

  11. Elevation, Temperature, Moisture

  12. Create height map

  13. Step 2: : Terrain Features

  14. Feature Curves Interpolation between Control Points • Elevation • Plateau size • Slope size • Slope angle • Smoothing influence

  15. Hills only elevation and smoothing, no slope

  16. Hills only elevation and smoothing, no slope

  17. Ridge lines 45° slope

  18. Ridge lines 45° slope

  19. Cliffs 90° slope at one side, long smoothing at the other side

  20. Cliffs 90° slope at one side, long smoothing at the other side

  21. Step 3: : Hydraulic Erosion

  22. Pipe model Move water from one cell to another when the height is lower

  23. Erosion Water erodes sediment on steep slopes Sediment is deposited on flat areas

  24. Step 4: : Vegetation

  25. Assign biomes • Texture • Grass density • Tree types

  26. Grass quads with texture

  27. Grass quads with texture

  28. Grass quads with texture

  29. Trees • Define trees recursively • Specify properties for every layer: • Radius, scaling • Curvature • Branching, splitting • Textures

  30. Problem: too many polygons  Use impostors for distant rendering

  31. Thanks for your attention

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