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Procedural Generation of Terrain within Highly Customizable JavaScript Graphics Utilities for WebGL

机译:用于WebGL的高度可自定义的JavaScript图形实用程序的程序生成

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Modelling realistic scenes and rendering them appropriately are two key aspects of modern computer games. Scenes need to be detailed, realistically non-repetitive and computationally feasible. Procedural generation involves encoding a game scene as a recipe or procedure that can be generated and regenerated at run time, rather than just loaded from file or network server. Procedural generation in the context of web games and systems is particularly powerful in reducing bandwidth transfer requirements. We describe experiments to implement a framework for procedural generation using JavaScript and modern web client software systems such as WebGL and OpenGL shader language. Our system is able to exploit available Graphical Processing Units (GPU) and is aimed at supporting existing web based graphics engines. We present some graphical results and discuss future performance and scalability issues.
机译:建模现实场景并适当地渲染它们是现代计算机游戏的两个关键方面。需要详细,现实地不重复和计算可行的场景。程序生成涉及将游戏场景编码为可以在运行时生成和再生的配方或过程,而不是仅从文件或网络服务器加载。 Web游戏和系统背景下的程序生成尤其强大,降低带宽传输要求。我们描述了使用JavaScript和现代Web客户端软件系统实现程序生成框架的实验,例如WebGL和OpenGL着色器语言。我们的系统能够利用可用的图形处理单元(GPU),并旨在支持现有的基于Web的图形引擎。我们提出了一些图形结果并讨论了未来的性能和可扩展性问题。

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