Algorithms and approaches for procedural terrain generation

Thomas J Rose, Anastasios G Bakaoukas

Research output: Contribution to Book/ReportChapter

Abstract

This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate ‘noise’ (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research.
Original languageEnglish
Title of host publication8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) (2016)
Place of PublicationU.S.
PublisherInstitute of Electrical and Electronic Engineers
Number of pages2
ISBN (Print)9781509027231
DOIs
Publication statusPublished - 30 Sep 2016

Keywords

  • Pseudo-random
  • fractal
  • noise function
  • terrain

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    Rose, T. J., & Bakaoukas, A. G. (2016). Algorithms and approaches for procedural terrain generation. In 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) (2016) Institute of Electrical and Electronic Engineers. https://doi.org/10.1109/VS-GAMES.2016.7590336