Mathematics & Computing
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Procedural Generation Terrains for Games using Fractals and L-systems
iconSpeakers:
Kae Thong Chew, Penny de Byl, Expand icon
Kae Thong Chew  (Student, Dept Maths and Computing, USQ)
Penny de Byl  (Mathematics and Computing, USQ, , Staff Profile icon)
iconVenue/Date/Time:D109, Thursday 26 October, 2006, 11:00am to 11:30am
iconDiscipline:Computing
iconAssociated Files:chew.mp3 7310KB (Speaker Audio)
Research Proposal Slide ver1.ppt 2283KB (Speaker Slides)
iconAbstract:
As the worlds within computer games becoming more complex with each generation of hardware and software, it is increasingly more burdensome for artists and developers to create these detailed worlds as the customers have high taste of computer graphics visual realism and demand more from game developers Therefore, alternative methods have been researched to approach this problem and procedural content generation method is an approach that can offload some of the routine, repetitive rendering tasks to the software or graphics hardware, so that the human resources can be applied to the non-routine and creative aspects of game development.

This project investigates the development of procedural generation terrains for games by using fractals and L-systems to generate them. The aim is to design and investigate the use of L-systems fractals in generating a game terrain map suitable to be implementing in a game environment. The result will try to yield new methods and experimental results on how a 3-D game engine will react towards the game map generating procedurally by producing new theory result or disprove the fact of using L-systems fractals to generate game map terrains. The models which will be created can prove to be a reference material and as a basis for future research and develop.

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