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| Main Authors: | , |
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| Format: | Preprint |
| Published: |
2025
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2510.24764 |
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| _version_ | 1866918177354547200 |
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| author | Zechmann, Manuel Hlavacs, Helmut |
| author_facet | Zechmann, Manuel Hlavacs, Helmut |
| contents | This paper presents the development of two distinct real-time procedural planet generators within the Godot engine: one employing Fractal Brownian Motion (FBM) with Perlin Noise, and another adapting Minecraft-inspired layered noise techniques. We detail their implementation, including a quadtree-based Level of Detail (LOD) system and solutions for planetary mesh generation. A comparative user study (N=15) was conducted where participants explored unique instances generated by our two algorithms alongside two existing procedural planet projects. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2510_24764 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Comparative Analysis of Procedural Planet Generators Zechmann, Manuel Hlavacs, Helmut Graphics This paper presents the development of two distinct real-time procedural planet generators within the Godot engine: one employing Fractal Brownian Motion (FBM) with Perlin Noise, and another adapting Minecraft-inspired layered noise techniques. We detail their implementation, including a quadtree-based Level of Detail (LOD) system and solutions for planetary mesh generation. A comparative user study (N=15) was conducted where participants explored unique instances generated by our two algorithms alongside two existing procedural planet projects. |
| title | Comparative Analysis of Procedural Planet Generators |
| topic | Graphics |
| url | https://arxiv.org/abs/2510.24764 |