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AutoBiomes Roland Fischer, Philipp Dittmann, René Weller, Gabriel Zachmann University of Bremen, Germany [email protected] CGI, 20-23 October 2020, Geneva Procedural Generation of Multi-Biome Landscapes

Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

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Page 1: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

AutoBiomes

Roland Fischer, Philipp Dittmann, René Weller, Gabriel Zachmann

University of Bremen, Germany

[email protected]

CGI, 20-23 October 2020, Geneva

Procedural Generation of Multi-Biome Landscapes

Page 2: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

The Good Dinosaur [Disney/Pixar]

Motivation

Introduction Previous Work Overview Details Results Conclusion 1

Page 3: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Ghost Recon: Wildlands [Ubisoft]The Good Dinosaur [Disney/Pixar]

Motivation

Introduction Previous Work Overview Details Results Conclusion 1

Page 4: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Ghost Recon: Wildlands [Ubisoft]The Good Dinosaur [Disney/Pixar]

Motivation

Introduction Previous Work Overview Details Results Conclusion 1

VaMEx-VTB [University of Bremen]

Page 5: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Motivation

• Huge landscapes as combination of different biomes

Introduction Previous Work Overview Details Results Conclusion 2

Minecraft

Page 6: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Motivation

• Huge landscapes as combination of different biomes

• Populating the terrain with objects

Introduction Previous Work Overview Details Results Conclusion 2

Minecraft

Page 7: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Motivation

• Huge landscapes as combination of different biomes

• Populating the terrain with objects

• Manual creation is not an option

Introduction Previous Work Overview Details Results Conclusion 2

Minecraft

Page 8: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Motivation

• Huge landscapes as combination of different biomes

• Populating the terrain with objects

• Manual creation is not an option

• Procedural terrain generation (PTG)

Introduction Previous Work Overview Details Results Conclusion 2

Minecraft

Page 9: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Motivation

• Huge landscapes as combination of different biomes

• Populating the terrain with objects

• Manual creation is not an option

• Procedural terrain generation (PTG)

• Much researched, still open challenges

Introduction Previous Work Overview Details Results Conclusion 2

Realism Speed

Usability

Flexibility

Minecraft

Page 10: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Related Work

• Main PTG approaches:

• Synthetic, e.g. noise

• Fast, unintuitive, hard to get realistic results [Thorimbert18]

Introduction Previous Work Overview Details Results Conclusion 3

[Thorimbert18]

Page 11: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Related Work

• Main PTG approaches:

• Synthetic, e.g. noise

• Fast, unintuitive, hard to get realistic results [Thorimbert18]

• Physics-based, e.g. erosion, fluid simulation

• Complex, realistic results, slow [Stam03, Jákó11, Ihmsen14]

Introduction Previous Work Overview Details Results Conclusion 3

[Thorimbert18]

[Jákó11]

Page 12: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Related Work

• Main PTG approaches:

• Synthetic, e.g. noise

• Fast, unintuitive, hard to get realistic results [Thorimbert18]

• Physics-based, e.g. erosion, fluid simulation

• Complex, realistic results, slow [Stam03, Jákó11, Ihmsen14]

• Example-based, e.g. image synthesis, DEMs, neural networks

• Realistic, good usability, inflexible [Zhou07, Beckham17, Wulff-Jensen18]

Introduction Previous Work Overview Details Results Conclusion 3

[Thorimbert18]

[Jákó11]

[Zhou07]

Page 13: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Related Work

• Main PTG approaches:

• Synthetic, e.g. noise

• Fast, unintuitive, hard to get realistic results [Thorimbert18]

• Physics-based, e.g. erosion, fluid simulation

• Complex, realistic results, slow [Stam03, Jákó11, Ihmsen14]

• Example-based, e.g. image synthesis, DEMs, neural networks

• Realistic, good usability, inflexible [Zhou07, Beckham17, Wulff-Jensen18]

• Also valid for commercial tools (e.g. World Creator, World Machine, Terragen)

Introduction Previous Work Overview Details Results Conclusion 3

[Thorimbert18]

[Jákó11]

[Zhou07]

Page 14: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our Contributions

• Novel PTG system combining advantages of 3 approaches

Introduction Previous Work Overview Details Results Conclusion 4

Page 15: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our Contributions

• Novel PTG system combining advantages of 3 approaches

• Effective generation of vast, plausible-looking terrains

Introduction Previous Work Overview Details Results Conclusion 4

Page 16: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our Contributions

• Novel PTG system combining advantages of 3 approaches

• Effective generation of vast, plausible-looking terrains

• Multi-biome landscapes

Introduction Previous Work Overview Details Results Conclusion 4

Page 17: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our Contributions

• Novel PTG system combining advantages of 3 approaches

• Effective generation of vast, plausible-looking terrains

• Multi-biome landscapes

• Dense, complex asset distribution

Introduction Previous Work Overview Details Results Conclusion 4

Page 18: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our Contributions

• Novel PTG system combining advantages of 3 approaches

• Effective generation of vast, plausible-looking terrains

• Multi-biome landscapes

• Dense, complex asset distribution

• Easy-to-use, iterative workflow

Introduction Previous Work Overview Details Results Conclusion 4

Page 19: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our Contributions

• Novel PTG system combining advantages of 3 approaches

• Effective generation of vast, plausible-looking terrains

• Multi-biome landscapes

• Dense, complex asset distribution

• Easy-to-use, iterative workflow

• Unreal Engine 4 integration

Introduction Previous Work Overview Details Results Conclusion 4

Page 20: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Page 21: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Noise

Page 22: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise

Precipitation

Page 23: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise DEMs

Precipitation

Page 24: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Page 25: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Synthetic

Page 26: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Synthetic Physics-based

Page 27: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Synthetic Physics-based Example-based

Page 28: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Synthetic Physics-based Example-based Mainly Synthetic

Page 29: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Page 30: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

• Each step is customizable and repeatable

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Page 31: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

• Each step is customizable and repeatable

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Page 32: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

• Each step is customizable and repeatable

• Direct proxy visualization for quick workflow

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Page 33: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Our PTG Pipeline

Introduction Previous Work Overview Details Results Conclusion 5

• Each step is customizable and repeatable

• Direct proxy visualization for quick workflow

Rough Base-Terrain

Climate Simulation

Biome-based Terrain

Refinement

Asset Placement

Terrain + Asset

Distribution

User

Parameters

Temperature Wind Biomes

Noise Local-to-Global

DEMs

Precipitation

Page 34: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Base Terrain Generation

Introduction Previous Work Overview Details Results Conclusion

• Multiple octaves of simplex noise

6

Page 35: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Base Terrain Generation

Introduction Previous Work Overview Details Results Conclusion

• Multiple octaves of simplex noise

• Lots of parameters for flexibility, fast to compute, scalable

• Other noise combinations possible

6

Page 36: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Base Terrain Generation

Introduction Previous Work Overview Details Results Conclusion

• Multiple octaves of simplex noise

• Lots of parameters for flexibility, fast to compute, scalable

• Other noise combinations possible

• Only serves as rough starting terrain, refined later

• No tedious fine-tuning needed

6

Base terrain, water bodies in blue

Page 37: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Base Terrain Generation

Introduction Previous Work Overview Details Results Conclusion

• Multiple octaves of simplex noise

• Lots of parameters for flexibility, fast to compute, scalable

• Other noise combinations possible

• Only serves as rough starting terrain, refined later

• No tedious fine-tuning needed

• Easily extendable with sketch-basedediting techniques

6

Base terrain, water bodies in blue

Page 38: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

• Two adjustable interpolation modes:

• Bi-linear interpolation

Climate Simulation - Temperature

Introduction Previous Work Overview Details Results Conclusion 7

Temperature, blue = cold, red = hot

-15 32

25 35

Page 39: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

• Two adjustable interpolation modes:

• Bi-linear interpolation

• Sine-based interpolation

Climate Simulation - Temperature

Introduction Previous Work Overview Details Results Conclusion 7

Temperature, blue = cold, red = hot

-15 32

25 35

Page 40: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

• Two adjustable interpolation modes:

• Bi-linear interpolation

• Sine-based interpolation

• Adjustable altitude-based decline

Climate Simulation - Temperature

Introduction Previous Work Overview Details Results Conclusion 7

Temperature, blue = cold, red = hot

-15 32

25 35

Page 41: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Wind

Introduction Previous Work Overview Details Results Conclusion

• Prevailing wind for moisture distribution

• Iterative, simplified semi-Lagrangian approach

8

Page 42: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Wind

Introduction Previous Work Overview Details Results Conclusion

• Prevailing wind for moisture distribution

• Iterative, simplified semi-Lagrangian approach

• Only self advection and external forces

8

Page 43: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Wind

Introduction Previous Work Overview Details Results Conclusion

• Prevailing wind for moisture distribution

• Iterative, simplified semi-Lagrangian approach

• Only self advection and external forces

• User specified, persistent external forces on corners

8

0

Page 44: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

1

Climate Simulation - Wind

Introduction Previous Work Overview Details Results Conclusion

• Prevailing wind for moisture distribution

• Iterative, simplified semi-Lagrangian approach

• Only self advection and external forces

• User specified, persistent external forces on corners

• Iteratively averaging wind vectors with adjacent ones in forward direction

8

Page 45: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

2

Climate Simulation - Wind

Introduction Previous Work Overview Details Results Conclusion

• Prevailing wind for moisture distribution

• Iterative, simplified semi-Lagrangian approach

• Only self advection and external forces

• User specified, persistent external forces on corners

• Iteratively averaging wind vectors with adjacent ones in forward direction

8

Page 46: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

2

Climate Simulation - Wind

Introduction Previous Work Overview Details Results Conclusion

• Prevailing wind for moisture distribution

• Iterative, simplified semi-Lagrangian approach

• Only self advection and external forces

• User specified, persistent external forces on corners

• Iteratively averaging wind vectors with adjacent ones in forward direction

• Enables creation of smooth, believable prevailing wind currents

8

Wind vector field

Page 47: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

9

Page 48: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

9

Page 49: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

9

Page 50: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

9

Page 51: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

9

Page 52: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Grey indicates receiving moisture amount

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

9

Page 53: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Diffusion based on current moisture

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

9

Page 54: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Diffusion based on current moisture

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

9

Page 55: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

9

Moisture, low = red, high = blue

Page 56: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

• Temperature and moisture-dependent precipitation

9

Moisture, low = red, high = blue

Precipitation, low = red, high = blue

Page 57: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Climate Simulation - Precipitation

Introduction Previous Work Overview Details Results Conclusion

• Iterative computation

• Water bodies/world borders as moisture sources

• Temperature-dependent evaporation

• Wind distributes moisture

• Dispersion and equalization

• Temperature and moisture-dependent precipitation

• Enables phenomena like rain shadows

9

Moisture, low = red, high = blue

Precipitation, low = red, high = blue

Page 58: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

• Biomes classified by temperature and precipitation

Climate Simulation - Biomes

Introduction Previous Work Overview Details Results Conclusion 10

Page 59: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

• Biomes classified by temperature and precipitation

• Discretized Whittaker diagram as lookup table

• Fully customizable or replaceable

Climate Simulation - Biomes

Introduction Previous Work Overview Details Results Conclusion 10

Temperature

Pre

cip

ita

tio

n

Page 60: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

• Biomes classified by temperature and precipitation

• Discretized Whittaker diagram as lookup table

• Fully customizable or replaceable

Climate Simulation - Biomes

Introduction Previous Work Overview Details Results Conclusion 10

Biome map

Temperature

Pre

cip

ita

tio

n

Page 61: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

Biome map

DEMs

Page 62: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

Biome map Base terrain Refined terrain

DEMs

Page 63: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

Biome map Base terrain Refined terrain

DEMs

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅ ℎ𝑑(𝑝)

Page 64: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

Biome map Base terrain Refined terrain

DEMs

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅ ℎ𝑑(𝑝)

Page 65: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

Biome map Base terrain Refined terrain

DEMs

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅ ℎ𝑑(𝑝)

Page 66: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

• Natural biome transitions essential

Biome map Base terrain Refined terrain

DEMs

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅ ℎ𝑑(𝑝)

Page 67: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

• Natural biome transitions essential

• Further noise-based border distortion

Biome map Base terrain Refined terrain

DEMs

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅ ℎ𝑑(𝑝)

Page 68: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

• Natural biome transitions essential

• Further noise-based border distortion

• Weighted blending of adjacent DEMs, 𝑖, via 2D kernel

Biome map Base terrain Refined terrain

DEMs

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅ ℎ𝑑(𝑝)

Page 69: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Biome-Based Terrain Refinement

Introduction Previous Work Overview Details Results Conclusion 11

• Adds biome-specific structures

• DEMs as examples, inherently realistic

• DEMs, ℎ𝑑, blended with base terrain, ℎ𝑏

• Natural biome transitions essential

• Further noise-based border distortion

• Weighted blending of adjacent DEMs, 𝑖, via 2D kernel

ℎ 𝑝 = 𝑤𝑏 ⋅ ℎ𝑏 𝑝 + 𝑤𝑑 ⋅

𝑖=1

𝑛

𝑤𝑖 ⋅ ℎ𝑑𝑖(𝑝)

Biome map Base terrain Refined terrain

DEMs

Page 70: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Procedural Asset Placement

Introduction Previous Work Overview Details Results Conclusion 12

• Iterative, rule-based local-to-global model

Page 71: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Procedural Asset Placement

Introduction Previous Work Overview Details Results Conclusion 12

• Iterative, rule-based local-to-global model

• Assets with bilateral placement rules

Page 72: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Procedural Asset Placement

Introduction Previous Work Overview Details Results Conclusion 12

• Iterative, rule-based local-to-global model

• Assets with bilateral placement rules

• Asset hierarchy, assigned to biomes

Page 73: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Procedural Asset Placement

Introduction Previous Work Overview Details Results Conclusion 12

• Iterative, rule-based local-to-global model

• Assets with bilateral placement rules

• Asset hierarchy, assigned to biomes

• Constrained-based placement via dart throwingSample Rnd.

PositionCheck

ConstraintsValid Pos.

n tries

Page 74: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Procedural Asset Placement

Introduction Previous Work Overview Details Results Conclusion 12

• Iterative, rule-based local-to-global model

• Assets with bilateral placement rules

• Asset hierarchy, assigned to biomes

• Constrained-based placement via dart throwing

• Enables emergent multi-object distributions

Sample Rnd.Position

CheckConstraints

Valid Pos.

n tries

Page 75: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Procedural Asset Placement

Introduction Previous Work Overview Details Results Conclusion 12

• Iterative, rule-based local-to-global model

• Assets with bilateral placement rules

• Asset hierarchy, assigned to biomes

• Constrained-based placement via dart throwing

• Enables emergent multi-object distributions

• All seasons with one placement

• Switching asset variants

Sample Rnd.Position

CheckConstraints

Valid Pos.

n tries

Page 76: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Proxy View of Final Terrains

Introduction Previous Work Overview Details Results Conclusion 13

Represents 1600 𝑘𝑚2

Page 77: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Proxy View of Final Terrains

Introduction Previous Work Overview Details Results Conclusion 13

Represents 1600 𝑘𝑚2

Wind

Page 78: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Proxy View of Final Terrains

Introduction Previous Work Overview Details Results Conclusion 13

Represents 1600 𝑘𝑚2

Page 79: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Asset Placement

Introduction Previous Work Overview Details Results Conclusion 14

~ 200,000 instances on final terrain

Page 80: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Asset Placement

Introduction Previous Work Overview Details Results Conclusion 14

Shrubs exclusively in shadow of dense tree clusters Tight clusters of shrubs in open spaces between trees Dense, clumped shrubs around loosely grouped trees

Page 81: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Asset Placement - Seasons

Introduction Previous Work Overview Details Results Conclusion 15

Page 82: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Performance

Introduction Previous Work Overview Details Results Conclusion 16

Complexity:

𝑂 𝑁 ⋅ 𝑘 - N: # cells𝑘: # iterations

Pipeline Step Res. 1 Res. 2 Res. 3

Terrain Gen. 1024 2048 4096

Asset Placing 30 60 120

Rest 128 256 512

Page 83: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Result: Terrain Refinement Performance

Introduction Previous Work Overview Details Results Conclusion 17

Page 84: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Conclusion

Introduction Previous Work Overview Details Results Conclusion

• Successful combination of synthetic, physics-basedand example-based PTG

18

Page 85: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Conclusion

Introduction Previous Work Overview Details Results Conclusion

• Successful combination of synthetic, physics-basedand example-based PTG

• Effective generation of vast, plausible-lookinglandscapes

18

Page 86: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Conclusion

Introduction Previous Work Overview Details Results Conclusion

• Successful combination of synthetic, physics-basedand example-based PTG

• Effective generation of vast, plausible-lookinglandscapes

• Varied landscapes as combination of biomes

18

Page 87: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Conclusion

Introduction Previous Work Overview Details Results Conclusion

• Successful combination of synthetic, physics-basedand example-based PTG

• Effective generation of vast, plausible-lookinglandscapes

• Varied landscapes as combination of biomes

• Procedural, complex rule-based asset placement

18

Page 88: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Conclusion

Introduction Previous Work Overview Details Results Conclusion

• Successful combination of synthetic, physics-basedand example-based PTG

• Effective generation of vast, plausible-lookinglandscapes

• Varied landscapes as combination of biomes

• Procedural, complex rule-based asset placement

• Quick, easy-to-use iterative workflow

18

Page 89: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Conclusion

Introduction Previous Work Overview Details Results Conclusion

• Successful combination of synthetic, physics-basedand example-based PTG

• Effective generation of vast, plausible-lookinglandscapes

• Varied landscapes as combination of biomes

• Procedural, complex rule-based asset placement

• Quick, easy-to-use iterative workflow

• Unreal Engine 4 integration

18

Page 90: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Future Work

• Consider geological properties and soil types

Introduction Previous Work Overview Details Results Conclusion 19

Page 91: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Future Work

• Consider geological properties and soil types

• Add rivers/water bodies and erosion

Introduction Previous Work Overview Details Results Conclusion 19

Page 92: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Future Work

• Consider geological properties and soil types

• Add rivers/water bodies and erosion

• Generate and combine DEMs using neural networks

Introduction Previous Work Overview Details Results Conclusion 19

Page 93: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Future Work

• Consider geological properties and soil types

• Add rivers/water bodies and erosion

• Generate and combine DEMs using neural networks

• Add sketch-based user control

Introduction Previous Work Overview Details Results Conclusion 19

Page 94: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Future Work

• Consider geological properties and soil types

• Add rivers/water bodies and erosion

• Generate and combine DEMs using neural networks

• Add sketch-based user control

• Improve efficiency, e.g. multi-threading

Introduction Previous Work Overview Details Results Conclusion 19

Page 95: Procedural Generation of Multi-Biome Landscapes...Motivation •Huge landscapes as combination of different biomes •Populating the terrain with objects Introduction Previous Work

Thank you!

[email protected]

Questions?