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Title: 3D Terrain Generation


1
3D Terrain Generation
  • Pablo Saldarriaga
  • CSE4431

2
Why virtual terrains?
  • There are many applications for 3d terrains
  • Just to name a few
  • Virtual tourism and travel planning
  • Education
  • Civil engineering, urban planning
  • Weather visualizations
  • Real Estate
  • Games
  • Movies
  • Placement of communication signal towers

3
Background
  • The defense industry created virtual terrains as
    early as the 1970s
  • Their purpose were ballistics and training
    simulations
  • TINs (Triangulated Irregular Networks) appeared
    in 1973, developed by Randolph Franklin at Simon
    Fraser University
  • TIN vector based representation of the physical
    land surface or sea bottom
  • In the 1980s procedural techniques are developed
    and they are used to generate artificial terrains
  • This was the time Perlin created his noise
    functions
  • It was only until the late 1980s that fractals
    and polygonal subdivision techniques started to
    become more widespread in artificial terrain
    generation

4
Military simulation software SIMDIS
Triangulated Irregular Network(TIN)
Emil Multifractal terrain by Kenton Musgrave
5
  • A virtual terrain generated using Terragen 2 from
  • Planetside software

Image created by Hannes Janetzko.
6
How are virtual terrains generated?
  • Heightfields
  • Widespread approach for generating virtual
    terrain
  • games and simulators use heightfields as a rough
    terrain model
  • This lecture will be focused in this approach
  • Voxels
  • Volume based values in a 3D grid
  • Meshes
  • TINs, tesselation schemes such as ROAM (Realtime
    optimally adapting mesh) and other LOD(Level of
    Detail) techniques

7
ROAM
Voxel Terrain
8
Topics
  • Glsl vertex displacement using height maps
  • Fractal Terrain generation
  • Midpoint displacement Alg.
  • Diamond Square Alg.
  • Fault Line Alg.
  • Particle deposition

9
  • In Glsl, terrain can be generated relatively easy
    if
  • a heightmap texture is available to the vertex
    shader
  • the surface that is going to be displaced is
    tesselated fine enough to show the heightmap
    details
  • If this is the case then add the following to the
    vertex shader
  • //make sure your height value is in the desired
    range (for example from 0 to 1)
  • float h texture(heightmap, st).r Scale Bias
  • //ensures that the displacement happens in the
    direction of the normal of the current vertex
  • vec3 newPos currentPos currentNormal h
  • gl_Position uModelViewProjectionMatrix
    vec4(newPos,1.)

10
  • Very simple example

11
Fractal Terrains
  • first approach would be to generate a heightmap
    using fBm noise
  • results look ok but not very realistic
  • since fBm is homogeneous and isotropic

12
  • A better choice would be to use Multifractals
  • These are fractals whose dimension/roughness
    varies with location
  • So how do you generate a Multifractal?

Multifractal terrain by Kenton Musgrave. Texturing
and Modeling a Procedural Approach 3rd edition,
pg 490
13
Multiplicative Multifractal
14
  • The above multifractal function is considered to
    be unstable
  • It varies from highly heterogenous (at offset
    0) to flat (offset diverges to infinity)
  • Its output usually needs to be rescaled

H controls the roughness of the fractal
Multifractal terrain patch with an offset of 0.8
15
Other kinds of Multifractals
  • Hybrid multifractals
  • Called hybrid because they are both additive and
    multiplicative multifractals
  • Ridged multifractals
  • Similar to Perlins turbulence noise
  • They calculate 1-abs(noise) so that the resulting
    canyons from abs(noise) become high ridges

Ridged multifractal terrains taken from
Texturing and Modeling A Procedural Approach pg
518 (left) pg 480(right)
16
Midpoint displacement 1D version
  • Type of polygon subdivision algorithm, also a
    fractal function
  • Created to simulate tectonic uplift of mountain
    ranges
  • One of its main input parameters is the roughness
    constant r

Step 0
Displace the midpoint of the line by some random
value between (-d, d)
Now reduce the range of your random
function depending on r by d pow( 2 , -r)
Step 1
Again displace the midpoint of all the line
segments and reduce your Random functions range
Step 2
17
Keep iterating until you get the required detail
Always remembering to reduce d After every step
Step 3
How does r affect the outcome? If r 1 Your d
will half each iteration If r gt 1 d increases
faster generates smooth terrain If lt 1 d
increases slowly generates chaotic terrain
Nth step
18
Diamond- Square
  • Also called the cloud fractal , plasma fractal or
    random midpoint displacement
  • The 2D version of the original Midpoint
    displacement algorithm
  • Therefore it also has a roughness constant
  • The diamond-square alg. works best if it is run
    on square grids of width 2n
  • This ensures that the rectangle size will have an
    integer value at each iteration

19
  • the algorithm starts with a 2 x 2 grid
  • The heights at the corners can be set to either
    zero, a random value or some predefined value

20
  • the first step involves calculating the midpoint
    of the grid based on its corners and then adding
    the maximum displacement for the current
    iteration
  • This is called the Diamond step ,
  • Because if you render this terrain you will see
    four diamond shapes

E (ABCD)/4 Rand(d)
Rand(d) can generate random values between -d
and d
21
  • Next is the Square step
  • Calculate the midpoints of the edges between the
    corners
  • Since the first iteration is complete, now d is
    reduced by
  • d pow(2,-r) where r is the roughness
    constant

wrapping G (ABEE)/4 rand(d) H (BDEE)
/4 rand(d) I (DCEE)/4 rand(d) F
(ACEE)/4 rand(d)
Non-wrapping G (ABE)/3 rand(d) same for
H,I,F
22
  • Start the second iteration
  • Again perform the diamond step

B
J (AGFE)/4 rand(d) K (GBEH)/4
rand(d) L (FEDI)/4 rand(d) M (EHIC)/4
rand(d)
Remember this d is smaller than the one in the
first iteration
C
D
23
  • Perform the square step
  • Continue subdividing until you reach the desired
    level of detail

wrapping O (AGJJ)/4 rand(d) P
(JGKE)/4 rand(d) Q (JELF)/4 rand(d) N
(AFJJ)/4 rand(d)
Non-wrapping O (AGJ)/3 rand(d) N
(AFJ)/3 rand(d)
24
  • To summarize,
  • Diamond - Square alg.
  • While length of square sides gt 0
  • Pass through the whole array and apply the
    diamond step for each square
  • Pass through the whole array and apply the square
    step for each diamond
  • Reduce the range of the random displacement

25
Fault line algorithm
  • Created to approximate real world terrain
    features such as escarpments, mesas, and seaside
    cliffs

First step in faulting process
Terrain generated after 400 iterations
Pictures from http//www.lighthouse3d.com/opengl/t
errain/index.php?fault
26
  • One way of generating fault lines in a height
    field grid
  • randomly pick two grid points p1 p2
  • calculate the line between them
  • Go through all the points in the height field and
    add or subtract an offset value depending on what
    side of the line they are located
  • Before the next fault is drawn, reduce the range
    of the offset by some amount

27
  • Height fields generated by this algorithm need to
    be filtered in order to look like realistic
    terrain
  • A low pass filter is usually used

28
  • some variations to the fault line algorithm

Cosine
Sine
29
Particle Deposition
  • Simulates volcanic mountain ranges and island
    systems
  • drop random particles in a blank grid
  • Determine if the particles neighboring cells are
    of a lower height
  • If this is the case increment the height of the
    lowest cell
  • keep checking its surrounding cells for a set
    number of steps or until it is the lowest height
    among its surrounding cells
  • If not increment the height of the current
  • cell

Generated after 5 series of 1000 iterations
30
Issues with using Height fields
  • They cannot generate overhangs or caves
  • Some solutions, for example
  • mushrooming effects that involve the
    manipulation of vertex normals in order to render
    height field textures with overhangs
  • the game Halo Wars implemented a new type of
    height field called a vector height field which
    stored a vector to displace a vertex instead of
    a height value

31
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32
Bibliography
  • De Carpentier, Giliam J.P.. Interactively
    synthesizing and editing virtual outdoor
    terrain.MA thesis. Delft University of
    Technology, 2007. http//www.decarpentier.nl/downl
    oads/InteractivelySynthesizingAndEditingVirtualOut
    DoorTerrain_report.pdf
  • DeLoura, Mark. Game Programming Gems. Charles
    River Media, 2002.
  • Ebert, David S., Musgrave, F. Kenton, Peachey,
    Darwyn, Perlin, Ken and Worley, Steve.Texturing
    and Modeling A Procedural Approach, 3rd edition.
    USA. Morgan Kaufman Publishers, 2003.
  • Martz, Paul. Generating Random Fractal Terrain.
    Game Programmer. Publisher Robert C.
  • Pendleton, 1997. http//www.gameprogrammer.com/fra
    ctal.htmlmidpoint
  • McAnlis, Colt. HALO WARS The Terrain of
    Next-Gen. GDC Vault, 2009. lthttp//www.gdcvault.c
    om/play/1277/HALO-WARS-The-Terrain-ofgt

33
  • Olsen, Jacob. Realtime Procedural Terrain
    Generation. Department of Mathematics and
    Computer Science, IMADA, University of Southern
    Denmark, 2004. lthttp//web.mit.edu/cesium/Public/t
    errain.pdfgt
  • OpenGL. yaldex.com. http//www.yaldex.com/open-g
    l/ch20lev1sec2.html
  • Polack, Trent. Focus on 3D Terrain Programming.
    Cengage Learning, 2002.
  • Ramirez F., António. Terrain Tutorial. Open GL.
    Lighthouse 3D., 2012. lthttp//www.lighthouse3d.com
    /opengl/terrain/index.php3?introductiongt
  • Tamshi. RE Heightmap, Voxel, Polygon (geometry)
    terrains. Game Development. StackExchange Inc.,
    2011. lthttp//gamedev.stackexchange.com/questions/
    15573/heightmap-voxel-polygon-geometry-terrainsgt
  • Welcome to the Virtual Terrain Project.
    VTERRAIN.org, 2011. lthttp//vterrain.orggt
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