Showing posts with label procedural generation. Show all posts
Showing posts with label procedural generation. Show all posts

Mar 7, 2011

Generation of Mountain Ranges by Modifying a Controlled Terrain Generation Approach



A modification and extension of the parametrically controlled terrain generation approach produces mountain ranges of predefined shape with peaks at specified coordinates.



Like the original algorithm, the parameters can be tweaked to generate craters instead of peaks and other interesting geographical features.



The work was published in ICCIT 2008, Khulna bearing title Generation of Mountain Ranges by Modifying a Controlled Terrain Generation Approach

Oct 31, 2010

Parametrically controlled terrain generation

The intent was to produce a single mountain while ensuring as much control as possible over the resulting terrain through algorithmic parameters. I ended up with this algorithm that allows you to specify desired coordinate of the mountain, height of the mountain peak and spread of the base region.

This algorithm is inspired by my previous work, the RMP algorithm and the famous Fault line algorithm by R. Krten. The algorithm takes three parameters as input. The number of fault lines l, probing depth r and number of iterations to perform n. The relationship between these parameters and physical properties of the mountain is a little complex. Height of the peak is directly proportional to n, spread of the mountain base is function of l,r and steepness of the mountain is inversly proportional to r.

These images bellow are result of tweaking with n parameter, notice the difference in height.



With a little modification introduced, the same procedure can produce craters and other unusual artifacts as well, as can be seen in these images.



The work was published in GRAPHITE 2007 bearing title Parametrically Controlled Terrain Generation.

Oct 30, 2010

Artificial Terrain Generation : RMP


These are results of Repeated Magnification and Probing algorithm for generating artificial terrain. The algorithm itself is pretty basic, and the results are pretty much basic height maps. But these can be used as base maps for erosion algorithms to produce nice realistic results.





The work was published as,

Repeated Magnification : a New Approach to Generating Artificial Mountain like Terrain
4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia ( GRAPHITE 2006 ) Kuala Lumpur, Malaysia