Zobrazeno 1 - 10
of 158
pro vyhledávání: '"Terrain generation"'
Publikováno v:
IEEE Access, Vol 10, Pp 5753-5767 (2022)
Procedural terrain generation aims to create topographically coherent landscapes with realistic terrain features. Realistic landscapes of our blue planet are not complete without river deltas; however, there is an insufficient advancement in the gene
Externí odkaz:
https://doaj.org/article/aed24922981a4f78b85a5169d79c7745
Publikováno v:
IEEE Access, Vol 9, Pp 2975-2985 (2021)
Terrain generation aims to automatize the procedure of creating landscapes using a computer system. The generation models must follow different terrains' topographical features, such as areas with river deltas and other regions where water bodies aff
Externí odkaz:
https://doaj.org/article/56d07cf3bc6b4a15b6da4757c783677e
Publikováno v:
IEEE Access, Vol 9, Pp 114914-114928 (2021)
Volumetric representation is widely used in digital sculpting and terrain generation due to its highly modifiable characteristic. However, storing the entire raw voxel map requires a lot of memory, which limits its application on general machines. In
Externí odkaz:
https://doaj.org/article/005a9c359ab1416fa8f0e31096325547
Publikováno v:
IEEE Access, Vol 8, Pp 216491-216506 (2020)
This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain g
Externí odkaz:
https://doaj.org/article/a1d0c9d7c59e43cf99a673c6973b1ea3
Publikováno v:
IEEE Access, Vol 10, Pp 5753-5767 (2022)
Procedural terrain generation aims to create topographically coherent landscapes with realistic terrain features. Realistic landscapes of our blue planet are not complete without river deltas; however, there is an insufficient advancement in the gene
Autor:
Sjögren, Viktor, Malteskog, William
This thesis explores the possibilities of creating landscapes through procedural means within the game engine Unreal Engine 5. The aim is to provide a flexible procedural landscape tool that doesn't limit the user and that is compatible with existing
Externí odkaz:
http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-194095
Autor:
Sainio, Niko
Procedural terrain generation has become common in games as a whole and in indie games in particular. With procedural terrain generation developers can relatively easily create static or dynamically expanding game areas. Also it is more cost effectiv
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______4853::6e5e27e00d6227d8d0bc2c374cf02abd
https://trepo.tuni.fi/handle/10024/147549
https://trepo.tuni.fi/handle/10024/147549
Autor:
Yogendra Sisodia
Multimedia applications, such as virtual reality models and video games, are increasingly interested in the ability to generate and author realistic virtual terrain automatically. In this paper, the author proposes a pipeline for a realistic two-dime
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______2659::22a4f4f53dfee57b48734e9a741fb390
https://zenodo.org/record/7972963
https://zenodo.org/record/7972963
Publikováno v:
IEEE Access, Vol 9, Pp 2975-2985 (2021)
Terrain generation aims to automatize the procedure of creating landscapes using a computer system. The generation models must follow different terrains’ topographical features, such as areas with river deltas and other regions where water bodies a
Publikováno v:
IEEE Access, Vol 9, Pp 114914-114928 (2021)
Volumetric representation is widely used in digital sculpting and terrain generation due to its highly modifiable characteristic. However, storing the entire raw voxel map requires a lot of memory, which limits its application on general machines. In