Automated Digital Terrain Elevation Modification By Procedural Generation Approach
Abstract
Creative content requires a lot of human resources. Computational creativity gets more attention as computational resources are getting fast enough to quickly create automated content with enough precision and similarity to human-created digital assets. Paper explores terrain generation methods and proposes a different solution to generate mountains. A landscape is created using voxel-based cubes and the base map is modified using generation agents. Vertical points are extended and filled using arithmetic operations between arrays for each vertical point. Height normalization is applied to remove rare mountain elevation layers.
