• Toke Andresen Wivelsted
4. term, Computer Science, Master (Master Programme)
The following report was written as part of a 10th semester
project at Aalborg University, Computer Science.
Procedural Modeling (PM) is an algorithmic technique for
generation of virtual content. When used for generating
terrains, the outcome of PM can be hard to predict, often
causing designers to choose a purely manual approach instead.
However, the time saved by using PM can be quite signicant,
and it is therefore worth considering how the procedures can be
steered and made more predictable.
Based on the framework prototype created during my 9th
semester project, this report proposes a solution which lets
the designer steer the modeling process. This is implemented
by having the designer specify locations on the terrain, where
different ecosystems should appear. A Voronoi diagram is utilized
for storing the placement of ecosystems. The ecosystems,
which are also created by the designer, hold elevation values
and information about terrain features. The characteristics of
the various ecosystems are then extracted from the Voronoi
diagram when the terrain is procedurally generated. This
method is preferable to the sketch-based approach implemented
during 9th semester, as the influenced areas of the placed
ecosystems are immediately visible. The designer is no longer
moved from the terrain construction process, and the trial and
error testing of mapping ecosystems to colors are no longer
present. Furthermore, the generated Voronoi diagram can be
utilized by known interpolation methods to determine the final
elevation values of the terrain.
Two tools are introduced, intended to help the designer
alter a procedurally generated terrain: a brush for sculpting
the terrain, and, a river tool for carving rivers into the terrain.
Terrain alterations caused by these tools are stored in layers,
which can be toggled on or off, or have their strength adjusted.
The method for steering the terrain generation process,
in conjunction with the custom tools and layer functionality,
makes the procedural approach a viable alternative to manual
terrain creation.
SpecialisationGame Programming
LanguageEnglish
Publication date31 May 2016
Number of pages68
ID: 234458818