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    STUDIA INFORMATICA - Ediţia nr.2 din 2012  
         
  Articol:   OPTIMIZATIONS IN PERLIN NOISE-GENERATED PROCEDURAL TERRAIN.

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The following article wishes to be the first of a series focused on different aspects involving procedural generation, with its ultimate goal being that of building an entire realistic 3D world from a single number (known in literature as the "seed"). It should allow for free exploration and render at interactive frame rates on mid to high-end graphics hardware. To begin with, we will discuss the manner in which we have generated procedural landscapes and some techniques we have borrowed from rendering algorithms in order to optimize the terrain generation and drawing process. Regarding the rendering framework, we have gone for Microsoft XNA Game Studio, the key factors of our choice being its simplicity plus the fact that we can focus more on the structure and realization of the algorithms and less on implementation and API details. As in our previ┬Čous work [10], we have considered that this outweighs its limitations and that the concepts presented here should very well fit any programming language/drawing API.

Key words and phrases. procedural generation, seed, perlin noise, terrain, heightmap, LOD, chunk.

 
         
     
         
         
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