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Generating realistic city boundaries using two-dimensional Perlin noise

Wijgerse, Steven (2007) Generating realistic city boundaries using two-dimensional Perlin noise.

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Abstract:Currently, during the creation of a simulator that uses Virtual Reality, 3D content creation is by far the most time consuming step, of which al large part is done by hand. This is no different for the creation of virtual urban environments. In order to speed up this process, city generation systems are used. At re-lion, an overall design was specified in order to implement such a system, of which the first step is to automatically create realistic city boundaries. Within the scope of a research project for the University of Twente, an algoritm is proposed for this first step. The algorithm makes use of two-dimensional Perlin noise to fill a grid with random values. Afer applying a transformation function, to ensure a minimum amount of clustering, and a treshold mechanism to grid. the hull of the resulting shape is converted to a vector representation. This result can be used as a city boundary in other parts of the specified city generation system. In order to test these results for realism, two quantifiable properties of realistic city boundaries are specified.
Item Type:Essay (Master)
Clients:
TNO Defence, Security and Safety
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science
Programme:Interaction Technology MSc (60030)
Link to this item:https://purl.utwente.nl/essays/57836
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