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Procedurally generated realistic virtual rural worlds

Manually creating virtual rural worlds is often a difficult and lengthy task for artists, as plant species selection, plant distributions and water networks must be deduced such that they realistically reflect the environment being modelled. As virtual worlds grow in size and complexity, climates va...

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Main Author: Long, Harry
Other Authors: Gain, James
Format: Thesis
Language:English
Published: Department of Computer Science 2016
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access_status_str Open Access
author Long, Harry
author2 Gain, James
author_browse Gain, James
Long, Harry
author_facet Gain, James
Long, Harry
author_sort Long, Harry
collection Thesis
description Manually creating virtual rural worlds is often a difficult and lengthy task for artists, as plant species selection, plant distributions and water networks must be deduced such that they realistically reflect the environment being modelled. As virtual worlds grow in size and complexity, climates vary on the terrain itself and a single ecosystem is no longer sufficient to realistically model all vegetation. Consequentially, the task is only becoming more difficult for these artists. Procedural methods are extensively used in computer graphics to partially or fully automate some tasks and take some of the burden off the user. Input parameters for these procedural algorithms are often unintuitive, however, and their impact on the final results, unclear. This thesis proposes, implements, and evaluates an approach to procedurally generate vegetation and water networks for realistic virtual rural worlds. Rather than placing these to reflect the environment being modelled, the work-flow is mirrored and the user models the environment directly by specifying the resources available. These intuitive input parameters are subsequently used to configure procedural algorithms and determine suitable vegetation, plant distributions and water networks. By design, the placeable plant species are configurable so any type of environment can be modelled at various levels of detail. The system has been tested by creating three ecosystems with little effort on the part of the user.
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institution University of Cape Town (South Africa)
language eng
last_indexed 2026-06-10T12:31:52.071Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2016
publishDateRange 2016
publishDateSort 2016
publisher Department of Computer Science
publisherStr Department of Computer Science
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source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/20874 Procedurally generated realistic virtual rural worlds Long, Harry Gain, James Cani, Marie-Paul Computer Science Manually creating virtual rural worlds is often a difficult and lengthy task for artists, as plant species selection, plant distributions and water networks must be deduced such that they realistically reflect the environment being modelled. As virtual worlds grow in size and complexity, climates vary on the terrain itself and a single ecosystem is no longer sufficient to realistically model all vegetation. Consequentially, the task is only becoming more difficult for these artists. Procedural methods are extensively used in computer graphics to partially or fully automate some tasks and take some of the burden off the user. Input parameters for these procedural algorithms are often unintuitive, however, and their impact on the final results, unclear. This thesis proposes, implements, and evaluates an approach to procedurally generate vegetation and water networks for realistic virtual rural worlds. Rather than placing these to reflect the environment being modelled, the work-flow is mirrored and the user models the environment directly by specifying the resources available. These intuitive input parameters are subsequently used to configure procedural algorithms and determine suitable vegetation, plant distributions and water networks. By design, the placeable plant species are configurable so any type of environment can be modelled at various levels of detail. The system has been tested by creating three ecosystems with little effort on the part of the user. 2016-07-27T10:26:34Z 2016-07-27T10:26:34Z 2016 Master Thesis Masters MSc http://hdl.handle.net/11427/20874 eng application/pdf Department of Computer Science Faculty of Science University of Cape Town
spellingShingle Computer Science
Long, Harry
Procedurally generated realistic virtual rural worlds
thesis_degree_str Master's
title Procedurally generated realistic virtual rural worlds
title_full Procedurally generated realistic virtual rural worlds
title_fullStr Procedurally generated realistic virtual rural worlds
title_full_unstemmed Procedurally generated realistic virtual rural worlds
title_short Procedurally generated realistic virtual rural worlds
title_sort procedurally generated realistic virtual rural worlds
topic Computer Science
url http://hdl.handle.net/11427/20874
work_keys_str_mv AT longharry procedurallygeneratedrealisticvirtualruralworlds