Saunders, Ryan L. (2006-12). Terrainosaurus: realistic terrain synthesis using genetic algorithms. Master's Thesis. Thesis uri icon

abstract

  • Synthetically generated terrain models are useful across a broad range of applications, including computer generated art & animation, virtual reality and gaming, and architecture. Existing algorithms for terrain generation suffer from a number of problems, especially that of being limited in the types of terrain that they can produce and of being difficult for the user to control. Typical applications of synthetic terrain have several factors in common: first, they require the generation of large regions of believable (though not necessarily physically correct) terrain features; and second, while real-time performance is often needed when visualizing the terrain, this is generally not the case when generating the terrain. In this thesis, I present a new, design-by-example method for synthesizing terrain height fields. In this approach, the user designs the layout of the terrain by sketching out simple regions using a CAD-style interface, and specifies the desired terrain characteristics of each region by providing example height fields displaying these characteristics (these height fields will typically come from real-world GIS data sources). A height field matching the user's design is generated at several levels of detail, using a genetic algorithm to blend together chunks of elevation data from the example height fields in a visually plausible manner. This method has the advantage of producing an unlimited diversity of reasonably realistic results, while requiring relatively little user effort and expertise. The guided randomization inherent in the genetic algorithm allows the algorithm to come up with novel arrangements of features, while still approximating user-specified constraints.
  • Synthetically generated terrain models are useful across a broad range of applications, including computer
    generated art & animation, virtual reality and gaming, and architecture. Existing algorithms for terrain
    generation suffer from a number of problems, especially that of being limited in the types of terrain that
    they can produce and of being difficult for the user to control. Typical applications of synthetic terrain
    have several factors in common: first, they require the generation of large regions of believable (though not
    necessarily physically correct) terrain features; and second, while real-time performance is often needed
    when visualizing the terrain, this is generally not the case when generating the terrain.
    In this thesis, I present a new, design-by-example method for synthesizing terrain height fields. In this
    approach, the user designs the layout of the terrain by sketching out simple regions using a CAD-style
    interface, and specifies the desired terrain characteristics of each region by providing example height fields
    displaying these characteristics (these height fields will typically come from real-world GIS data sources).
    A height field matching the user's design is generated at several levels of detail, using a genetic algorithm to
    blend together chunks of elevation data from the example height fields in a visually plausible manner.
    This method has the advantage of producing an unlimited diversity of reasonably realistic results, while
    requiring relatively little user effort and expertise. The guided randomization inherent in the genetic
    algorithm allows the algorithm to come up with novel arrangements of features, while still approximating
    user-specified constraints.

publication date

  • December 2006