Abstract
This paper presents a method for procedural generation of complex underground systems, by processing set of schematic input maps and incorporating L-system and cellular automata. Existing solutions usually focus only on generation of 2D maps. 3D procedures tend to require large amount of input data or complex computation, rarely providing user with considerable level of control over shape of generated system. For applications such as computer games, most of existing algorithms are not acceptable. We present our solution, that allows controlled generation of complex, underground systems, based on simplified input. Final objects produced by presented algorithm can be further edited and are represented as meshes in 3D space. We allow evaluation at every key step, ensuring high level of controllability and proximity of final object to user specifications. Results we obtain can be used in computer games or similar applications.
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Antoniuk, I., Rokita, P. (2016). Generation of Complex Underground Systems for Application in Computer Games with Schematic Maps and L-Systems. In: Chmielewski, L., Datta, A., Kozera, R., Wojciechowski, K. (eds) Computer Vision and Graphics. ICCVG 2016. Lecture Notes in Computer Science(), vol 9972. Springer, Cham. https://doi.org/10.1007/978-3-319-46418-3_1
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