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Infinite Deterministic Terrain Synthesis

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Title: Infinite Deterministic Terrain Synthesis


1
Infinite Deterministic Terrain Synthesis
  • Supervisor Shaun Bangay

2
Topic Overview
  • Project Goal (Infinite Deterministic Terrain
    Synthesis)
  • Alternative terrain generation techniques
  • Perlin noise
  • Successive subdivision
  • Terrain generation using texture synthesis
  • Overview of various techniques
  • Details of our proposed texture synthesis
    technique (Neighborhood matching)
  • Extensions for terrain generation
  • Implementation
  • Extensions
  • Applications
  • Example Images

3
Project Goal (Infinite Deterministic Terrain
Synthesis)
  • Conceptually infinite terrain
  • Generation of only a subset
  • Deterministic generation
  • If we are to generate a subset, it is essential
    for subsets to overlap correctly. This requires
    that the generation is deterministic.
  • Synthesised from elevation maps
  • We should be able to generate a terrain from a
    base exemplar. This will allow for very realistic
    terrain generation because the exemplar
    represents real-world data.

4
Alternative terrain generation techniques
  • Perlin noise
  • An approximation to Gaussian filtered noise.
    Noise is added at various frequencies, creating a
    bandwidth-limited function.
  • Terrain generated from Perlin noise can appear
    monotonous and featureless
  • Slow to generate

5
Alternative terrain generation techniques
  • Successive Subdivision
  • Fractal subdivision
  • Can also appear monotonous and featureless
  • Can be partially guided by an initial height-map,
    but finer details will still be pseudo-random

6
Terrain generation using texture synthesis
  • Texture synthesis

7
Terrain generation using texture synthesisTiling
  • Fastest technique
  • Textures need to be tileable
  • Created by modulating the texture co-ordinates,
    forcing them into a range of 0.0, 1.0 on all
    axis

8
Terrain generation using texture synthesisPatch
Optimization
  • Best results
  • Slow
  • Sequential
  • Created by iteratively overlapping irregular
    patches of the exemplar to minimize overlap error
  • Dealing with inter-patch boundaries is non
    trivail, involving a graph cut or dynamic
    programming

9
Terrain generation using texture
synthesisNeighborhood Matching
  • Relatively fast
  • Parallel technique
  • Improved control of the synthesis process
  • Texture co-ordinates of the exemplar are stored
    in a indirection texture
  • This allows for noise in the indirection texture
    domain to become jitter in the exemplar domain
  • Also, jitter does not create gaps in the image
    because texels are interpolated between texture
    co-ordinates

10
Terrain generation using texture
synthesisNeighbourhood Matching
  • Given an exemplar, its co-ordinates are sampled
    into a fine to coarse stack
  • To generate these levels, a Gaussian blur is
    applied to each, with the blur radius doubling at
    each level. This requires the exemplar to have a
    border of texels so that the new dimension is
    (2mx2m).
  • There will be (log2(m) 1) levels, where m is
    the exemplar dimension (mxm)
  • To generate a texture window we start from the
    coarsest level. We add jitter by adding noise to
    the indirection texture. We then correct all
    texels by replacing from exemplar, the texel for
    which neighborhoods match optimally.

11
Terrain generation using texture
synthesisExtensions for Terrain Synthesis
  • We will need more resolution than offered by any
    colour channel (8 bit)
  • We would prefer 16 bits. If using textures,
    channels might be merged to allow for higher bit
    depth. (RGBA -gt 32 bits).
  • How to achieve overall terrain structure (Ocean
    vs. Mountains vs. Plains)?
  • A novel technique is proposed for dealing with
    this aspect below.
  • A large scale exemplar is used for various
    features of terrain
  • Separate exemplars for the details of each
    feature are created. The large scale exemplar is
    used to give an index for which exemplar to use.
  • We will need to research methods for texturing
    the generated terrain. One such method involves
    applying a texture with co-ordinates based on the
    height of the terrain. We could possibly make use
    of texture synthesis here as well.

12
Terrain generation using texture
synthesisExtensions for Terrain Synthesis
  • Guidance
  • With the method of neighborhood matching,
    terrains can be guided and be forced to
    maintain certain features such as mountains and
    lakes. Also, rivers can be directed by modulating
    the Gaussian stack with another texture.
  • Possible further extensions
  • We have only looked at terrain in which height is
    a one-to-one function of longitude and latitude.
    This means we cannot have caves or overhangs.
  • As we progress, we will bear in mind possible
    extensions to create such features.

13
Implementation
  • Offline implementation for blender using the
    python scripting language
  • Real-time infinite terrain simulator using a C
    implementation
  • Possibly implement view dependent optimization of
    mesh using the ROAM technique
  • Possible Implementation on the GPU (This is a
    parallel technique)

14
Applications
  • Terrain generation for the text-to-scene research
    being carried out in the department.
  • A Blender plug-in for terrain generation.
  • Games! Computer games would benefit enormously
    from real-time infinite terrains, generated from
    realistic data sets.

15
Example Image
16
Example Image
17
Bibliography
  • http//freespace.virgin.net/hugo.elias/models/m_pe
    rlin.htm
  • http//graphics.stanford.edu/projects/texture/
  • http//www.cs.utah.edu/michael/ts/examples.html
  • http//www.cc.gatech.edu/cpl/projects/graphcuttext
    ures/
  • Sylvain Lefebvre and Hugues Hoppe. Parallel
    controllable texture synthesis.
  • ACM Trans. Graph., 24(3)777786, 2005.
  • Ken Perlin. An image synthesizer. Computer
    Graphics, 19(3)287296, 1985.

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