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A Voxel-based Octree Construction Approach for Procedural Cave Generation

机译:基于体素的八叉树构造方法,用于过程洞穴的产生

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Procedural content generation is becoming an increasingly popular research area as a means of algorithmically generating scene content for virtual environments. The automated generation of such content avoids the manual labour typically associated with creating scene content, and is extremely useful in application areas such as computer graphics, movie production and video games. While virtual 3D caves are commonly featured in these virtual environment applications, procedural cave generation is not an area that has received much attention among researchers to date. This paper presents a procedural approach to generating 3D cave structures. Other than the development of a method to effectively automate the generation of visually believable 3D cave models, this paper also investigates how to efficiently construct and store this spatial information using a voxel-based octree data structure. In addition, the proposed approach demonstrates that caves with different characteristics can be generated by adjusting certain parameters in order to facilitate the creation of diverse cave structures.
机译:程序内容生成作为一种通过算法为虚拟环境生成场景内容的方法,正成为越来越受欢迎的研究领域。这种内容的自动生成避免了通常与创建场景内容相关的体力劳动,并且在诸如计算机图形,电影制作和视频游戏等应用领域中非常有用。尽管虚拟3D洞穴通常是这些虚拟环境应用程序中的功能,但迄今为止,程序洞穴的生成尚未引起研究人员的广泛关注。本文提出了一种生成3D洞穴结构的程序方法。除了开发一种有效地自动生成视觉上可信的3D洞穴模型的方法之外,本文还研究了如何使用基于体素的八叉树数据结构有效地构造和存储此空间信息。此外,所提出的方法表明,可以通过调整某些参数来生成具有不同特征的洞穴,以便于创建各种洞穴结构。

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