CRISTEA, Adrian and Fotis LIAROKAPIS. Fractal Nature - Generating Realistic Terrains for Games. Online. In Proc. of the 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games 2015). Skovde, Sweden: IEEE Computer Society, 2015. p. 84-91. ISBN 978-1-4799-8102-1. Available from: https://dx.doi.org/10.1109/VS-GAMES.2015.7295776. [citováno 2024-04-24]
Other formats:   BibTeX LaTeX RIS
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
Original language English
Type of outcome Proceedings paper
Field of Study 10201 Computer sciences, information science, bioinformatics
Confidentiality degree is not subject to a state or trade secret
Publication form storage medium (CD, DVD, flash disk)
WWW URL
RIV identification code RIV/00216224:14330/15:00083888
Organization unit Faculty of Informatics
ISBN 978-1-4799-8102-1
Doi http://dx.doi.org/10.1109/VS-GAMES.2015.7295776
Keywords in English serious games; fractal terrain generation; procedural modeling
Tags firank_B
Tags International impact, Reviewed
Changed by Changed by: RNDr. Pavel Šmerk, Ph.D., učo 3880. Changed: 14/5/2020 15:24.
Abstract
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.
PrintDisplayed: 24/4/2024 07:02