A Method of the Dynamic Generation of an Infinite Terrain in a Virtual 3D Space

The paper presents a method of generating infinite environment including various ecosystems specified by the user. The ecosystems in virtual worlds might be generated with different set of textures and by using different formulas to generate shape of the landscape which after all will blend smoothly between each other. This includes intelligent spreading of flora and fauna along the areas, and other area-specific stuff. Rendering a large terrain in real-time strictly imposes a lot of algorithms for optimizations to obtain the highest frame per second rate possible. Therefore, it is obligatory to simplify hardly visible elements to reduce complexity of the scene. This results in creating a patched terrain where each patch can be parameterizable to lower its quality. In the method presented in the paper patches will be generated on the CPU side in a separate thread to eliminate stuttering during calculations and then final data will be sent to GPU. Calculating the patches on CPU creates an opportunity to edit them to provide more details if needed.