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Bibliographic Details
Main Author: Tivolt, Richard
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2505.09350
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author Tivolt, Richard
author_facet Tivolt, Richard
contents In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting in a continuous 3D surface. While this method is efficient for modelling smooth terrain, the grid-like structure lacks the distinct, chaotic appearance of low-poly objects and is not suitable to be used for our purposes. The technique presented in this paper aims to solve the following problem: Generate random, low-poly looking terraced terrain with different biomes and add vegetation to create an interesting environment.
format Preprint
id arxiv_https___arxiv_org_abs_2505_09350
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Procedural Low-Poly Terrain Generation with Terracing for Computer Games
Tivolt, Richard
Graphics
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting in a continuous 3D surface. While this method is efficient for modelling smooth terrain, the grid-like structure lacks the distinct, chaotic appearance of low-poly objects and is not suitable to be used for our purposes. The technique presented in this paper aims to solve the following problem: Generate random, low-poly looking terraced terrain with different biomes and add vegetation to create an interesting environment.
title Procedural Low-Poly Terrain Generation with Terracing for Computer Games
topic Graphics
url https://arxiv.org/abs/2505.09350