Abstract

Due to the growing popularity of consumer virtual reality devices, the new surge in the use of computer-generated terrain is already happening. That leads to the need to develop new fast and efficient methods of landscapes generation. However, lack of flexibility of user control over terrain generation in most popular modern terrain generation algorithms is a big part of terrain generation problem. In this paper, we present a new method for generating three-dimensional landscapes based on modified Dijkstra algorithm. The proposed method allows a user to set the initial location of landscape features and select or create weight functions that determine the appearance of the generated terrain. It has a lower computational cost compared to the closest analogs giving the equal quality of results and allows users to create various types of terrain, as well as to combine them together in one landscape.

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