Procedural Generation of Synthetic Environments

Abstract

Our goal is to develop a strategy for procedurally producing realistic scenes. This requires the ability to rapidly produce large but non-repeating synthetic terrain. We also address the problem of evaluating synthetic terrain in terms of realism and propose a strategy for linking all procedurally generated environmental content into a single framework.

The procedural terrain generation framework uses Wang tiles to generate and combine all of the different types of procedural content required to produce a game world. Tilesets of terrain data are created from exemplar data and placed to produce large, varied and potentially infinite terrain. While we concentrate on the production of elevation data, we also provide a framework for adding other forms of procedurally generated environmental content by extending the process using layered tiles.

Our results show that Wang tiles represent a strategy for creating synthetic terrain that retains properties of the original exemplar data. Memory overheads can become substantial and represent a trade off that must be considered in conjunction with the variation in the generated terrain.

Participants

Conference Papers (peer reviewed)

[1] Shaun Bangay. Deterministic procedural generation of mesh detail through gradient tiling. In Proceedings of the Australasian Computer Science Week Multiconference, ACSW '17, pages 16:1-16:10, Geelong, Australia, 2017. ACM, New York, NY, USA. [PDF] [BibTeX]

Technical Reports

[1] Cameron Harvey. Efficient detection of isosurfaces for accerlating volumetric terrain generation. Technical Report Honours Project Report, GIVE group, School of Information Technology, Deakin University, Australia, November 2014. [PDF] [BibTeX]

[2] James Semple. Procedural generation of synthetic environments using wang tiles. Technical Report Honours Project Report, GIVE group, School of Information Technology, Deakin University, Australia, October 2012. [PDF] [BibTeX]

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