Abstract

Procedural generation techniques are able to quickly and cheaply produce large areas of terrain. However, these techniques produce results that are not easily directable and often require artists to edit the results by hand to achieve the desired layout. This paper proposes a sketch-based system for controlling fractal terrain that allows for a wide variety of terrain feature types. Artists sketch features rather than constrained points or elevations. The system is interactive, provides quick on-demand previews of the terrain, and allows for iterative design modifications. Interaction between features is handled in a realistic fashion. An arbitrary vertex insertion order midpoint displacement algorithm is also described which provides the necessary flexibility and constraints for the terrain generation system.

Degree

MS

College and Department

Physical and Mathematical Sciences; Computer Science

Rights

http://lib.byu.edu/about/copyright/

Date Submitted

2009-11-18

Document Type

Thesis

Handle

http://hdl.lib.byu.edu/1877/etd3221

Keywords

computer graphics, procedural terrain, object modeling

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