Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a graph representation of fluvial erosion that offers several novel improvements over existing algorithms. Namely, the use of a height constraint map with two types of locally defined constraint strengths; the ability to specify a realistic erosion strength via level of rainfall; and the ability to carve realistic gorges. These novelties allow it to generate more varied and realistic terrain by integrating additional parameters and simulation processes, while being faster and offering more flexibility and ease of use to terrain designers due to the nature and intuitiveness of these new parameters and processes. This paper additionally reviews some common metrics used to evaluate terrain generators, and suggests a completely new one that contributes to a more holistic evaluation.
翻译:程序地形的生成是一个过程,即利用计算机程序或程序对地形进行数字描述,很少甚至根本没有人提供指导。本文件提出一个程序地形生成算法,其基础是氟蚀图,比现有算法有几处新的改进。也就是说,使用高身限制图,其中具有两种当地界定的制约力量;通过降雨量确定实际侵蚀强度的能力;以及刻录现实峡谷的能力。这些新颖之处使地形生成更多多样和现实的地形,办法是结合更多的参数和模拟过程,同时速度更快,由于这些新参数和过程的性质和直观性,为地形设计师提供更大的灵活性和使用便利。本文还审查了用于评估地形发电机的一些通用指标,并提出了有助于进行更全面的评估的全新指标。