Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D Maps

Izabella Antoniuk , Przemysław Rokita


This paper describes method for generating 3D terrain for usage in computer games by processing set of 2D maps and employing of user-specified parameters. Most of existing solutions don’t allow for modifications during generation process, while introducing any changes usually requires complex activities, or is limited to adjusting input maps. We present our solution that allows not only for easy edition of created terrain, but also verification of its quality at each step of generation.
Author Izabella Antoniuk (FEIT / IN)
Izabella Antoniuk,,
- The Institute of Computer Science
, Przemysław Rokita (FEIT / IN)
Przemysław Rokita,,
- The Institute of Computer Science
Publication size in sheets0.5
Book Kryszkiewicz Marzena, Bandyopadhy Sanghamitra, Rybiński Henryk, Sankar K.Pal (eds.): Pattern Recognition and Machine Intelligence. Proceedings, Lecture Notes In Computer Science, vol. 9124, 2015, Springer International Publishing, ISBN 978-3-319-19940-5, [978-3-319-19941-2], 588 p., DOI:10.1007/978-3-319-19941-2
projectDevelopment of new algorithms in the areas of software and computer architecture, artificial intelligence and information systems and computer graphics. Project leader: Rybiński Henryk, , Phone: +48 22 234 7731, start date 05-06-2014, planned end date 31-12-2014, end date 30-11-2015, II/2014/DS/1, Completed
WEiTI Działalność statutowa
Languageen angielski
PReMI_Antoniuk-Rokita.pdf 1.49 MB
Score (nominal)15
ScoreMinisterial score = 15.0, 10-03-2019, BookChapterSeriesAndMatConfByIndicator
Ministerial score (2013-2016) = 15.0, 10-03-2019, BookChapterSeriesAndMatConfByIndicator
Citation count*7 (2019-04-05)
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* presented citation count is obtained through Internet information analysis and it is close to the number calculated by the Publish or Perish system.