A real time lighting technique for procedurally generated 2d isometric game terrains

Fuente: arXiv
Guardado en:
Detalles Bibliográficos
Autores principales: Rodrigues, Érick Oliveira, Clua, Esteban
Formato: Preprint
Publicado: 2026
Materias:
Acceso en línea:
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
_version_ 1866918508187615232
author Rodrigues, Érick Oliveira
Clua, Esteban
author_facet Rodrigues, Érick Oliveira
Clua, Esteban
contents This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between the CPU and GPU. The produced visuals, gameplay and performance were evaluated by gamers, programmers and designers. Furthermore, the performance, in terms of frames per second, was evaluated over distinct graphics cards and processors and was satisfactory.
format Preprint
id arxiv_https___arxiv_org_abs_2605_17666
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle A real time lighting technique for procedurally generated 2d isometric game terrains
Rodrigues, Érick Oliveira
Clua, Esteban
Graphics
This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between the CPU and GPU. The produced visuals, gameplay and performance were evaluated by gamers, programmers and designers. Furthermore, the performance, in terms of frames per second, was evaluated over distinct graphics cards and processors and was satisfactory.
title A real time lighting technique for procedurally generated 2d isometric game terrains
topic Graphics
url https://arxiv.org/abs/2605.17666