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Procedurally Generating Terrain

机译:程序性地生成地形

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摘要

While noise is generally a nuisance in everyday life, noise can be especially useful for certain people. Procedural Content Generation (PCG) almost always uses some form of noise, and games especially are benefiting from noise. Games use noise to add realism to hand-crafted models, but realistic landscapes generated procedurally are finding greater use. This paper explains methods of procedural generation techniques for creating random landscapes, including noise algorithms, erosion algorithms, water modeling, and vegetation simulation techniques. These algorithms include the Diamond-Square Algorithm, Midpoint Displacement, Value Noise, Perlin Noise, Simplex Noise, Cell Noise (Whorley Noise), thermal erosion, hydraulic erosion, and various vegetation modeling techniques. This paper aims to consolidate information on all these algorithms, as well as provide information on which algorithms are best for which situations. These algorithms range from very easy to implement, to extremely difficult algorithms like Simplex Noise. All algorithms are compared and contrasted with each other based on speed, resource requirements, and visual quality. Levels of sharpness, isotropicness, detail, balance, scalability, randomness, and other factors determine visual quality. Implementation challenges for each algorithm are also discussed, as well as the accuracy of each algorithm with respect to physical models. Specific applications of each algorithm are covered, as well as limitations of each. Simplex Noise is found to have the best balance of quality and speed of the noise algorithms, while hydraulic erosion is found to give the best quality of all tested erosion algorithms. Optimal and interesting conditions are discussed for select algorithms, especially Cell Noise. Uses for noise in higher dimensions is also discussed, as well as methods for creating it. Abstract uses for noise outside of textures are also explored, such as model movement, level layout, path planning, increasing robustness of learning algorithms, and even primitive artificial intelligence models. All code was created in C++, and is released open source for public use. Directions for finding and using this code are included.
机译:虽然在日常生活中噪音通常是滋扰,但噪音对某些人来说是特别有用的。程序内容生成(PCG)几乎总是使用某种形式的噪声,并且特别是从噪声中受益的游戏。游戏使用噪音将现实主义添加到手工制作的型号,但程序生成的现实风景正在进行更多使用。本文介绍了创造随机景观的程序生成技术的方法,包括噪声算法,侵蚀算法,水建模和植被仿真技术。这些算法包括钻石 - 方算法,中点位移,值噪声,佩林噪声,单纯噪声,细胞噪声(齿轮噪声),热腐蚀,液压腐蚀和各种植被建模技术。本文旨在巩固关于所有这些算法的信息,并提供哪些算法最适合哪种情况的信息。这些算法范围从很容易实现,到极其困难的算法,如单纯x噪声。将所有算法进行比较和基于速度,资源要求和视觉质量彼此对比。锐度,各向同性,细节,平衡,可扩展性,随机性等因素的水平决定了视觉质量。还讨论了每个算法的实施挑战,以及对物理模型的每种算法的准确性。每个算法的特定应用都被覆盖,以及每个算法的限制。 Simplex噪声被发现具有最佳的噪声算法的质量和速度平衡,而液压侵蚀则发现所有测试侵蚀算法的最佳质量。选择算法,尤其是细胞噪声的讨论最佳和有趣的条件。还讨论了较高维度的噪声,以及创建它的方法。摘要还探讨了纹理外的噪声的用途,例如模型运动,级别布局,路径规划,增加学习算法的鲁棒性,甚至是原始的人工智能模式。所有代码都在C ++中创建,并已发布用于公共使用的开源。包括用于查找和使用此代码的方向。

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