Detailed Information on Publication Record
2015
Fractal Nature - Generating Realistic Terrains for Games
CRISTEA, Adrian and Fotis LIAROKAPISBasic 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.