D 2015

Fractal Nature - Generating Realistic Terrains for Games

CRISTEA, Adrian and Fotis LIAROKAPIS

Basic information

Original name

Fractal Nature - Generating Realistic Terrains for Games

Authors

CRISTEA, Adrian (642 Romania) and Fotis LIAROKAPIS (300 Greece, belonging to the institution)

Edition

Skovde, Sweden, Proc. of the 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2015), p. 84-91, 8 pp. 2015

Publisher

IEEE Computer Society

Other information

Language

English

Type of outcome

Stať ve sborníku

Field of Study

10201 Computer sciences, information science, bioinformatics

Confidentiality degree

není předmětem státního či obchodního tajemství

Publication form

storage medium (CD, DVD, flash disk)

References:

RIV identification code

RIV/00216224:14330/15:00083888

Organization unit

Faculty of Informatics

ISBN

978-1-4799-8102-1

Keywords in English

serious games; fractal terrain generation; procedural modeling

Tags

Tags

International impact, Reviewed
Změněno: 14/5/2020 15:24, RNDr. Pavel Šmerk, Ph.D.

Abstract

V originále

This paper presents a software tool – called Fractal Nature - that provides a set of fractal and physical based methods for creating realistic terrains called Fractal Nature. The output of the program can be used for creating content for video games and serious games. The approach for generating the terrain is based on noise filters, such as Gaussian distribution, capable of rendering highly realistic environments. It is demonstrated how a random terrain can change its shape and visual appearance containing artefacts such as steep slopes and smooth riverbeds. Moreover, two interactive erosion systems, hydraulic and thermal, were implemented. An initial evaluation with 12 expert users provided useful feedback for the applicability of the algorithms in video games as well as insights for future improvements.