Methods for Procedural Terrain Generation: A Review

Advances in computer graphics allow to simulate ever growing virtual worlds with a higher level of realism which can even be created in real time. An integral part of these worlds are the terrains which are the physical features of the land. Despite the capabilities of modern computer systems, the creation process still demands high amounts of man-hours. To automatically generate coherent, realistic-looking and useful content is still and open problem, and research focuses on how to automatize these processes while allowing users to exert a certain degree on control over the generated content. This survey goes over the different techniques used for the automatic generation of terrains, which include different land formations such as mountains, valleys, rivers, shores, etc. These terrains have different uses such as simulation or entertainment which translates on different needs over the desired realism of the terrain and the degree of control that users have. Through time, different approaches have been proposed: repeating patterns that resemble those seen in nature; using software agents that imitate geological processes; using artificial intelligence techniques for pattern recognition and imitation of landscapes; or allowing users to interact with the system to draw desired terrain features. This review presents an overview of the area and discusses how different techniques adapt to the different needs and different stages of terrain creation.

[1]  Xiaodong Li,et al.  A survey of procedural terrain generation techniques using evolutionary algorithms , 2012, 2012 IEEE Congress on Evolutionary Computation.

[2]  Wolfgang Straßer,et al.  Terrain sketching , 2009, I3D '09.

[3]  Neil A. Dodgson,et al.  Feature-based terrain editing from complex sketches , 2014, Comput. Graph..

[4]  Gillian Smith,et al.  An Analog History of Procedural Content Generation , 2015, FDG.

[5]  Rafael Bidarra,et al.  A declarative approach to procedural modeling of virtual worlds , 2011, Comput. Graph..

[6]  Bedrich Benes,et al.  Terrain Modelling from Feature Primitives , 2015, Comput. Graph. Forum.

[7]  Pierre Poulin,et al.  Interactive Procedural Modelling of Coherent Waterfall Scenes , 2015, Comput. Graph. Forum.

[8]  Carlos Andújar,et al.  Coherent multi-layer landscape synthesis , 2017, The Visual Computer.

[9]  Marie-Paule Cani,et al.  Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion , 2016, Comput. Graph. Forum.

[10]  Christos Gatzidis,et al.  Procedural feature generation for volumetric terrains using voxel grammars , 2018, Entertain. Comput..

[11]  Rafael Bidarra,et al.  A Survey on Procedural Modelling for Virtual Worlds , 2014, Comput. Graph. Forum.

[12]  Luiz Velho,et al.  Patch-based Terrain Synthesis , 2015, GRAPP.

[13]  Yan Gao,et al.  Procedural modeling of rivers from single image toward natural scene production , 2017, The Visual Computer.

[14]  Rafael Bidarra,et al.  Ecologically Sound Procedural Generation of Natural Environments , 2017, Int. J. Comput. Games Technol..

[15]  Bedrich Benes,et al.  Terrain generation using procedural models based on hydrology , 2013, ACM Trans. Graph..

[16]  Anastasios G. Bakaoukas,et al.  Algorithms and Approaches for Procedural Terrain Generation - A Brief Review of Current Techniques , 2016, 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).

[17]  James M. Rehg,et al.  Terrain Synthesis from Digital Elevation Models , 2007, IEEE Transactions on Visualization and Computer Graphics.

[18]  Ian Parberry,et al.  Controlled Procedural Terrain Generation Using Software Agents , 2010, IEEE Transactions on Computational Intelligence and AI in Games.

[19]  Kazimierz Choros,et al.  Parameterized and Dynamic Generation of an Infinite Virtual Terrain with Various Biomes using Extended Voronoi Diagram , 2016, J. Univers. Comput. Sci..

[20]  Pavel Slavík,et al.  Terrain erosion model based on rewriting of matrices , 1997 .

[21]  Pierre Poulin,et al.  WorldBrush , 2015, ACM Trans. Graph..

[22]  Bedrich Benes,et al.  Parallel implementation of terrain erosion applied to the surface of Mars , 2001, AFRIGRAPH '01.

[23]  Marie-Paule Cani,et al.  Authoring landscapes by combining ecosystem and terrain erosion simulation , 2017, ACM Trans. Graph..

[24]  Thomas Ertl,et al.  Feature-based volumetric terrain generation , 2017, I3D.

[25]  Alexandru Iosup,et al.  Procedural content generation for games: A survey , 2013, TOMCCAP.

[26]  Kenny Mitchell,et al.  Frequency-based controls for terrain editing , 2014, CVMP.

[27]  Przemyslaw Rokita,et al.  Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D Maps , 2015, PReMI.

[28]  Paul Walsh,et al.  Terrain generation using an Interactive Genetic Algorithm , 2010, IEEE Congress on Evolutionary Computation.

[29]  Bedrich Benes,et al.  Interactive terrain modeling using hydraulic erosion , 2008, SCA '08.

[30]  Hua Fei Yin,et al.  A Practical Terrain Generation Method Using Sketch Map and Simple Parameters , 2013, IEICE Trans. Inf. Syst..

[31]  Bernard Péroche,et al.  Landscapes Synthesis Achieved through Erosion and Deposition Process Simulation , 1993, Comput. Graph. Forum.

[32]  Carlos Cotta,et al.  Automatic evolution of programs for procedural generation of terrains for video games , 2012, Soft Comput..

[33]  Sikun Li,et al.  Procedural Terrain Detail Based on Patch-LOD Algorithm , 2006, Edutainment.

[34]  Andrey Karsakov,et al.  Dijkstra-based Terrain Generation Using Advanced Weight Functions , 2016 .