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Home CGT Year 3 (2007-08) S2 Procedural Generation

Procedural terrain

The project shows terrain generation techniques, and how to implement them together to form a terrain editor tool for game artists.
The project shows terrain generation techniques, and how to implement them together to form a terrain editor tool for game artists. The demo shows many algorithms and techniques that we could use in combinations in order to create a believable terrain in game application. Not only that, it also presented the various methods for creating some procedural game objects, such as Trees, Clouds and Water.

Terrain generation techniques

  • Midpoint Division
  • Particles Deposition
  • Perlin Noise
  • Fractal
  • Blended techniques (from above choices)

The Scene also includes

  • Recursive Procedural trees
  • Dynamic Tree Imposters
  • Procedural Clouds (Seamless Perlin noise)
  • Water
  • Frustum Culling

The application also come with a nice UI for users who want to explore and play around with the terrain generation techniques mentioned above.

NAME : Procedural Graphic Generation
PLATFORM : Windows XP
Dev Environment : VC++ 2005, OPENGL, Cg Shader
CONTROL : Keyboard

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Last Updated (Saturday, 17 July 2010 15:08)

 
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