ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Terrain simulation using a model of stream erosion
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
An Introduction to Genetic Algorithms
An Introduction to Genetic Algorithms
Basic Algorithms and Operators
Basic Algorithms and Operators
Chaos and Fractals
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Evo'08 Proceedings of the 2008 conference on Applications of evolutionary computing
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Example-based realistic terrain generation
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Sentient world: human-based procedural cartography
EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design
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We propose a method for applying genetic algorithms to create 3D terrain data sets. Existing procedural algorithms for generation of terrain have several shortcomings. The most popular approach, fractal-based terrain generation, is efficient, but is difficult for a user to control. Other methods tend to require too much user input. In this paper, we provide an alternative method of terrain generation that uses a two-pass genetic algorithm approach to produce a variety of terrain types using only intuitive user inputs. We allow a user to specify a rough sketch of terrain region boundaries, and we refine these boundaries using a genetic algorithm. We then couple this with a database of given terrain data to generate an artificial terrain, which we optimize using a second genetic algorithm.