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Advisor(s)
Abstract(s)
Nowadays there are a wide range of techniques for terrain generation, but
all of them are focused on providing realistic terrains, often neglecting other
aspects (e.g., aesthetic appeal or presence of desired features). This thesis
presents a new technique, GTP (Genetic Terrain Programming), based on
evolutionary design with Genetic Programming. The GTP technique consists
of a guided evolution, by means of Interactive Evolution, accordingly to a
speci c desired terrain feature or aesthetic appeal. This technique can yield
both aesthetic and real TPs (Terrain Programmes) which are capable of gen-
erating di erent terrains, but consistently with the same features. TPs are
also scale invariant, meaning that terrain features will be preserved across
di erent LODs (Levels Of Details), which allows the use of low LODs dur-
ing the evolutionary phase without compromising results. Additionally, the
resulting TPs can be incorporated in video games, like any other procedural
technique, to generate terrains. Furthermore, by way of resorting to several
TPs to compose the full landscape, it is possible to control some localised
terrain features, thus eliminating the main drawback of traditional procedu-
ral techniques. The combination of GP with evolutionary art systems also
diminish the e ort and time required to create complex terrains when com-
pared to modeling techniques. Moreover, the results are not dependent on the
designer's skills.
Description
Dissertação apresentada à Universidad de Extremadura para obtenção do Diploma de Estudios Avanzados, orientada por Francisco Fernandéz de Vega e Carlos Cotta.
Keywords
Genetic terrain programming Terrain generator