Terrain synthesis using noise by examples

Noise functions are versatile base functions used in many procedural generation methods. They can produce natural-like patterns usable in procedural textures, models and animations. They have been extensively used in procedural terrain implementations in games and other applications. Noise-based procedural terrains offer many advantages over static terrain models but designing such terrains is largely unintuitive by nature. Whereas traditional terrain models can be designed, e.g., in spatial editors, procedural terrains are implemented in algorithms. In this paper, a novel example based procedural terrain synthesis method is presented. A prototype application implementing the method is also constructed and evaluated. The prototype is a practical solution for example based procedural terrain design, bridging the gap between intuitive virtual terrain design and the advantages of procedural terrain functions.

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