• English
    • svenska
  • English 
    • English
    • svenska
  • Login
View Item 
  •   Home
  • Student essays / Studentuppsatser
  • Department of Computer Science and Engineering / Institutionen för data- och informationsteknik
  • Kandidatuppsatser
  • View Item
  •   Home
  • Student essays / Studentuppsatser
  • Department of Computer Science and Engineering / Institutionen för data- och informationsteknik
  • Kandidatuppsatser
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

SeamScape A procedural generation system for accelerated creation of 3D landscapes

Abstract
This bachelor thesis rose from the idea of speeding up game production by using procedural generation techniques. Procedural generation in the project’s scope involves the algorithmic production of data which represents a 3D environment. This bachelor thesis describes Seamscape, an application which procedurally generates landscapes in real-time consisting of terrain, water, vegetation, and rocks. <br><br> The purpose of the thesis was to use procedural generation as a means to create 3D environments in real-time. Generating landscapes in real-time as opposed to beforehand allows the user to visualize a design quickly, especially for an interface with many design options. However, this project focused more on generating environments than providing freedom of design. Simultaneously, the software design takes user design possibilities into account for future development. <br><br> The methods employed are heterogeneous, and apply to specific parts of the landscape. Vegetation was created using L-systems and the terrain was built with noise functions. Distribution of vegetation on the heightmap was done with a technique using ecosystems. The project invented a method to create rivers, based on a selection of studies. Additionally, the rock generation process was tailored to the project, using a low-polygonal style. <br><br> The results show that procedural generation of low-polygonal environments consisting of terrain, water, vegetation, and rocks is possible in real-time. Seamscape generates environments with all these features. Future development ideas lay mainly within the domain of diversification and extending the design possibilities for the user. In conclusion, the chosen methods were suitable for procedural generation of landscapes in real-time.
Degree
Student essay
URI
http://hdl.handle.net/2077/48723
Collections
  • Kandidatuppsatser
View/Open
gupea_2077_48723_1.pdf (11.93Mb)
Date
2016-10-24
Author
Ekman, Sebastian
Hansson, Anders
Högberg, Thomas
Nylander, Anna
Ottedag, Alma
Thorén, Joakim
Keywords
Procedural generation, Computer Graphics, Unreal Engine, L-systems, Noise functions
Language
eng
Metadata
Show full item record

DSpace software copyright © 2002-2016  DuraSpace
Contact Us | Send Feedback
Theme by 
Atmire NV
 

 

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

LoginRegister

DSpace software copyright © 2002-2016  DuraSpace
Contact Us | Send Feedback
Theme by 
Atmire NV