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Autore principale: Dajkhosh, Seyedparsa
Natura: Preprint
Pubblicazione: 2024
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Accesso online:https://arxiv.org/abs/2412.04688
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author Dajkhosh, Seyedparsa
author_facet Dajkhosh, Seyedparsa
contents Procedural terrain generation plays a vital role in creating virtual landscapes for games, simulations, and various applications. The WaveFunctionCollapse (WFC) algorithm has proven effective in generating content by learning patterns from example data. In this research, we adapt WFC to generate terrain height maps using Shuttle Radar Topography Mission (SRTM) data. Instead of directly using raw height values, we use slopes to better capture structural features and preserve terrain patterns. Statistical comparisons, including histogram analysis, as well as evaluations of the mean, median, and standard deviation of input and output data, demonstrate that the algorithm effectively retains the input's structural characteristics while generating new terrain. the results show that WFC, with slope-based input and height-level transformations, can generate realistic terrain patterns for applications in game development and beyond.
format Preprint
id arxiv_https___arxiv_org_abs_2412_04688
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Utilizing WaveFunctionCollapse Algorithm for Procedural Generation of Terrains using Remotely Sensed Elevation Data
Dajkhosh, Seyedparsa
Image and Video Processing
Procedural terrain generation plays a vital role in creating virtual landscapes for games, simulations, and various applications. The WaveFunctionCollapse (WFC) algorithm has proven effective in generating content by learning patterns from example data. In this research, we adapt WFC to generate terrain height maps using Shuttle Radar Topography Mission (SRTM) data. Instead of directly using raw height values, we use slopes to better capture structural features and preserve terrain patterns. Statistical comparisons, including histogram analysis, as well as evaluations of the mean, median, and standard deviation of input and output data, demonstrate that the algorithm effectively retains the input's structural characteristics while generating new terrain. the results show that WFC, with slope-based input and height-level transformations, can generate realistic terrain patterns for applications in game development and beyond.
title Utilizing WaveFunctionCollapse Algorithm for Procedural Generation of Terrains using Remotely Sensed Elevation Data
topic Image and Video Processing
url https://arxiv.org/abs/2412.04688