Abstract

The volumetric approach for terrain representation is a technique used by several video-games and other graphic applications to manage both surface and geological data from the virtual world. To enhance the exploration experience and due to the amount of data required by this approach, volumetric terrains are usually generated with procedural methods. Nevertheless, one of the main issues of those methods is the generation of cave systems with playable features and a natural appearance. In this paper we propose a new method to generate playable cave systems for 2D and 3D volumetric terrains, based on Voronoi diagrams and Delaunay triangulations. Our approach is completely customizable by the designer by a set of parameters directly related to the cave itself avoiding technical concepts. Additionally, the method runs in a completely independent way, with no interactive steps.

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