用雷达高程数据生成逼真地形,提升游戏与仿真中的景观多样性。
Utilizing WaveFunctionCollapse Algorithm for Procedural Generation of Terrains using Remotely Sensed Elevation Data
- 基于斜率而非原始高程值输入,捕捉地形结构特征。
- 生成地形的均值、中位数和标准差与原始数据高度一致。
- 适合游戏开发、虚拟仿真等需要多样化地形的场景。
程序化地形生成在游戏、模拟等应用中至关重要。本文将波函数坍缩(WaveFunctionCollapse, WFC)算法应用于航天飞机雷达地形测绘任务(SRTM)高程数据,生成新地形高度图。不直接使用原始高程值,而是采用坡度作为输入以更好捕获地形结构特征,并结合高度层级变换。通过直方图分析及均值、中位数、标准差的统计对比,结果表明该方法能有效保留输入数据的结构特性,生成具有真实感的地形模式,适用于游戏开发等领域的应用。
原文摘要 · Abstract (English)
Procedural terrain generation plays a vital role in creating virtual landscapes for games, simulations, and various applications. The WaveFunctionCollapse (WFC) algorithm has proven effective in generating content by learning patterns from example data. In this research, we adapt WFC to generate terrain height maps using Shuttle Radar Topography Mission (SRTM) data. Instead of directly using raw height values, we use slopes to better capture structural features and preserve terrain patterns. Statistical comparisons, including histogram analysis, as well as evaluations of the mean, median, and standard deviation of input and output data, demonstrate that the algorithm effectively retains the input's structural characteristics while generating new terrain. the results show that WFC, with slope-based input and height-level transformations, can generate realistic terrain patterns for applications in game development and beyond.
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