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Student Name: Kae Thong Chew

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The initial axiom screenshots for square shape. Example of Research Implementation Results ... The axiom as been defined as F F F. to model a triangle shape ... – PowerPoint PPT presentation

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Title: Student Name: Kae Thong Chew


1
Introduction
  • Student Name Kae Thong Chew
  • Presentation topic title Procedural Generation
    Terrains for Games using Fractals and L-systems.
  • Supervisor Dr. Penny De Byl

2
Why is this research important
  • Computer games today are incredibly complex ?
    believable game object elements, intelligent,
    challenging and addictive game play to its
    players.
  • As game universes become more complex more
    worlds, more buildings, more rooms, with more
    polygons, textures, characters and so on the
    man-hours required to design and model them grow
    exponentially.
  • Hiring game artists becomes a very expensive
    exercise.

3
Why is this research important
  • As game worlds grow larger, so do the data files
    storing the game information game map designs,
    character models etc.. The amount of game data to
    store the game information has expanded in game
    file sizes throughout computer game history
  • Example Castle Wolfenstein install file(1983)
    69kb but Return to Castle Wolfenstein (2001) demo
    install file 114.1 MB
  • How to solve this problem
  • Procedural terrain generation

4
Procedural Terrain Generation
  • Procedural terrain generation  is about making
    optimal use of system bandwidth and main memory
    by dynamically generating lower-level geometry
    data from statically stored higher-level scene
    data.

5
Different Approaches to Procedural Generated
Terrain
  • Some of the procedural methods used in
    contemporary games include
  • Fractal landscape
  • Perlin Noise
  • Pseudo Random Number Generator (PRNG)
  • L-systems

6
Fractal Landscape
  • A fractal landscape is essentially a
    two-dimensional form of the fractal coastline,
    with shape that is recursively constructed or
    self-similar, that is, a shape that appears
    similar at all scales of magnification and is
    therefore often referred to as "infinitely
    complex".

7
Fractal Landscape
  • A way to create this fractal landscape is to
    employ random midpoint displacement algorithm, in
    which a square is subdivided into four smaller
    equal squares and the center point is vertically
    offset by some random amount. The process is
    repeated on the four new squares, and so on,
    until the desired level of detail is reached.

8
Fractal Landscape
  • Another method is to divide and purturb.

9
Fractal Landscapes
10
Fractal Landscapes
11
Perlin Noise
  • Developed by Ken Perlin to create textures
    Perlin 84,85, 89.
  • This is a function which uses interpolation
    between a large number of pre-calculated gradient
    vectors to construct a value that varies
    pseudo-randomly over space and/or time to create
    textures
  • linear interpolation cosine
    interpolation

12
Perlin Noise
  • Two-dimensional Perlin noise.
  • Salt and pepper noise, band-limited, and then
    up-sampled.
  • Procedural marble texture

13
Pseudo Random Number Generator (PRNG)
  • A pseudorandom number generator (PRNG) is an
    algorithm that generates a sequence of numbers
    which are not truly random. The outputs of
    pseudorandom number generators only approximate
    some of the properties of random numbers
  • It is given a seed and produces a very large set
    of semi-random numbers. If the seed is changed,
    the set of numbers produced will change
    drastically
  • This is used together with Perlin Noise to
    achieve nice-looking textures.

14
L-systems
  • L-systems are a special kind of string rewriting
    grammars introduced by A.Lindenmayer in 1968 for
    modeling plants. They rewrite a given string (a
    sequence of symbols) according to a grammar, i.e.
    a set of rules. To give an example, the single
    rule
  • a ? b a b
  • transforms the string
  • a b a c
  • into
  • b a b b b a b c

15
Examples of L-systems
  • Used for modelling tree plant branches
  • Example using
  • Axiom Xwhere rules F --gt FFrules X --gt
    F-XXFFX-Xangle 22.5
  • (push) means saving a turtle cursor position
    and (pop) means return to that same saved
    position
  • will produce the image

16
Examples of L-systems
  • Using turtle graphics, to draw images
  • The Sierpinski triangle drawn using an L-system.
  • variables  A B
  • constants  -
  • start   A
  • rules   (A ? B-A-B),(B ? ABA)
  • angle   60º
  • Here, A and B mean both "draw forward", means
    "turn left by angle", and - means "turn right by
    angle" .
  • Evolution for n 2, n 4, n 6, n 9

17
L-systems used for creating cities
  • Related research work on L-systems application
    which involved modelling building and cities are
    done by Parish and Müller (2001) procedurally
    using extended L-systems to build street maps and
    city buildings.

18
L-systems used for creating cities
  • This is useful for urban modelling and planning
    environment but this work lacks support for real
    time interactively to generate flyby those city
    buildings scenery.
  • However, this problem has been approached and
    refined by G. Stefan, P. Jeremy, S. Nigel and
    L.Geoff (2003). They proposed methods using view
    frustum filling, pseudo random number generator
    and cached display lists to display a pseudo
    infinite virtual cities in real-time to the
    user.

19
L-systems used for creating cities
  • Framework architecture for this research work.

20
L-systems used for creating cities
  • Real time procedural cities screenshots

21
Research Interest
  • Both these research work focus on modelling
    exterior look of buildings only but so far no
    attempt has been made on creating the interior
    design of the buildings
  • How do we determine the interior of buildings for
    game maps ?

22
Research Interest
  • Using L-systems as modelling structure, we
    defined an interior area by giving a different
    sets of rules to distinguish the interior wall
    from the exterior wall area.
  • Considering the following example
  • The axiom as been defined as FFFF
  • to model a square shape
  • The rewriting rules for F string would be
  • F ? F W F
  • Where W is another set of rules we defined to
    draw internal walls with different texture
    colour.
  • W ? W W -W W
  • And the rotation angle for (turn right) and
    (turn left) has been defined as 90 degrees.

23
Example of Research Implementation Results
  • The initial axiom screenshots for square shape.

24
Example of Research Implementation Results
  • After 1st iteration, interior walls which is
    grey texture are rendered within the square shape

25
Example of Research Implementation Results
  • At the 2nd iterations, more grey interior texture
    can be seen rendered within the square shape.

26
Example of Research Implementation Results
  • Another example for triangle shape
  • The axiom as been defined as FFF
  • to model a triangle shape
  • The rewriting rules for F string would be
  • F ? F W F
  • Where W is another set of rules we defined to
    draw internal walls with different texture
    colour.
  • W ? W W -W W
  • And the rotation angle for (turn right) and
    (turn left) has been defined as 120 degrees.

27
Example of Research Implementation Results
  • The initial axiom screenshots for triangle shape.

28
Example of Research Implementation Results
  • After 1st iteration, interior walls which is
    grey texture are rendered within the triangle
    shape

29
Example of Research Implementation Results
  • At the 2nd iterations, more grey interior texture
    can be seen rendered within the triangle shape.

30
Future work to complete in this research
  • As for the future research work, the research
    will focus on rendering more random walls shape,
    using different interior textures and adding more
    than one story to the shape itself.

31
Thank you
  • Any Questions ?
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