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Generating Terrains via Marching Cube Algorithm for Games

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Presentation on theme: "Generating Terrains via Marching Cube Algorithm for Games"— Presentation transcript:

1 Generating Terrains via Marching Cube Algorithm for Games
Kethan Tellis Adam Smith Chris Barakian Ravi Vaishnav

2 How can we create more interesting game terrains?

3 Game Terrains Methods Height maps

4 Procedurally Generated
Game Terrains Methods Height maps Procedurally Generated

5 Procedurally Generated
Game Terrains Methods Height maps Procedurally Generated Via Geometry Shaders

6 Procedurally Generated
Game Terrains Methods Height maps Procedurally Generated Via Geometry Shaders Scanning Models

7 Game Terrains Methods Drawbacks
Heightmaps Lack of complexity in environment (No caves / tunnels) Procedurally Generated Can’t be saved and reused. Gameplay is inconsistent Geometry Shaders Difficulty in collision detection High computational costs Scanning Models Difficult to create Costly in time and resources

8 Marching Cubes Algorithm
Complex, Reusable, Cheap Terrains Perlin Noise Marching Cubes Algorithm

9 Perlin Noise Implementation
Octaves Number of octaves increases the amount of the jitter around the lowest frequency Alpha Increases / Decreases amplitude of certain frequencies, bigger changes in terrains Beta Changes how much weight is granted to higher frequencies, more sharp deviations in terrain Frequency Amplifies the fluctuations in the amount of jitter

10 Perlin Noise Implementation
Octaves Number of octaves increases the amount of the jitter around the lowest frequency Alpha Increases / Decreases amplitude of certain frequencies, bigger changes in terrains Beta Changes how much weight is granted to higher frequencies, more sharp deviations in terrain Frequency Amplifies the fluctuations in the amount of jitter

11 Perlin Noise Implementation
Octaves Number of octaves increases the amount of the jitter around the lowest frequency Alpha Increases / Decreases amplitude of certain frequencies, bigger changes in terrains Beta Changes how much weight is granted to higher frequencies, more sharp deviations in terrain Frequency Amplifies the fluctuations in the amount of jitter

12 Marching Cubes Implementation
Algorithm / Look-Up Table Actually algorithmically described all 256 cases Face Normals / Winding Order Correctly had face normals face away from bounded density areas Vertex Normals Achieved weight averaged normals for verticies by comparing to neighbors OBJ Export Allowed surface to be exported as OBJ file for loading into Maya and eventually games

13 Progression Images

14 Progression Images

15 Progression Images

16 Progression Images

17 Progression Images

18 Progression Images

19 Progression Images

20 Progression Images

21 Progression Images

22 Progression Images

23 Progression Images

24 Progression Images

25 Progression Images

26 Marching Cubes Implementation
Mesh Construction Built lookup table of each case Built final mesh by adding position OpenGL Implementation Used Vertex Arrays for speed increase GLSL for custom shading

27 Q & A Demo

28 Q & A Questions?


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