Academic literature on the topic 'Terrain generation'

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Journal articles on the topic "Terrain generation"

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Yogendra, Sisodia. "GAN-Generated Terrain for Game Assets." Indian Journal of Artificial Intelligence and Neural Networking (IJAINN) 2, no. 6 (2022): 1–3. https://doi.org/10.54105/ijainn.F1060.102622.

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<strong>Abstract: </strong>Multimedia applications, such as virtual reality models and video games, are increasingly interested in the ability to generate and author realistic virtual terrain automatically. In this paper, the author proposes a pipeline for a realistic two-dimensional terrain authoring framework that is powered by several different generative models that are applied one after the other. Two-dimensional role-playing games will benefit from this ability to create multiple high-resolution terrain variants from a single input image and to interpolate between terrains while keeping
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Frade, Miguel, F. Fernandez de Vega, and Carlos Cotta. "Breeding Terrains with Genetic Terrain Programming: The Evolution of Terrain Generators." International Journal of Computer Games Technology 2009 (2009): 1–13. http://dx.doi.org/10.1155/2009/125714.

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Although a number of terrain generation techniques have been proposed during the last few years, all of them have some key constraints. Modelling techniques depend highly upon designer's skills, time, and effort to obtain acceptable results, and cannot be used to automatically generate terrains. The simpler methods allow only a narrow variety of terrain types and offer little control on the outcome terrain. The Genetic Terrain Programming technique, based on evolutionary design with Genetic Programming, allows designers to evolve terrains according to their aesthetic feelings or desired featur
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Fischer, Roland, Philipp Dittmann, René Weller, and Gabriel Zachmann. "AutoBiomes: procedural generation of multi-biome landscapes." Visual Computer 36, no. 10-12 (2020): 2263–72. http://dx.doi.org/10.1007/s00371-020-01920-7.

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Abstract Advances in computer technology and increasing usage of computer graphics in a broad field of applications lead to rapidly rising demands regarding size and detail of virtual landscapes. Manually creating huge, realistic looking terrains and populating them densely with assets is an expensive and laborious task. In consequence, (semi-)automatic procedural terrain generation is a popular method to reduce the amount of manual work. However, such methods are usually highly specialized for certain terrain types and especially the procedural generation of landscapes composed of different b
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Hu, Zexin, Kun Hu, Clinton Mo, Lei Pan, and Zhiyong Wang. "Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 11 (2024): 12565–73. http://dx.doi.org/10.1609/aaai.v38i11.29150.

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Sketch-based terrain generation seeks to create realistic landscapes for virtual environments in various applications such as computer games, animation and virtual reality. Recently, deep learning based terrain generation has emerged, notably the ones based on generative adversarial networks (GAN). However, these methods often struggle to fulfill the requirements of flexible user control and maintain generative diversity for realistic terrain. Therefore, we propose a novel diffusion-based method, namely terrain diffusion network (TDN), which actively incorporates user guidance for enhanced con
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Latif, Abdul, Megat F. Zuhairi, Fazal Qudus Khan, Princy Randhawa, and Akshet Patel. "A Critical Evaluation of Procedural Content Generation Approaches for Digital Twins." Journal of Sensors 2022 (July 29, 2022): 1–13. http://dx.doi.org/10.1155/2022/5629645.

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Procedural content generation (PCG) of terrains is one of the main building blocks for creating an automated and real-time virtual world. This study provides and in-depth review of the different tools, algorithms, and engines used for the PCG of terrains for the PCG of digital worlds; we focus especially on terrain generation but address also the main issues related to build structures and characters. It is important to know that the PCG of terrains can be implemented in a multidisciplinary scenario, for instance, modeling of games, simulating industrial maps, urban and rural planning of devel
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Lee, Hyunju, Sunghyun Hahn, Sangchul Lee, Sangil Lee, and Kwansik Seo. "A Study on Terrain Profile Generation for Terrain Following." Journal of the Korean Society for Aeronautical & Space Sciences 51, no. 1 (2023): 49–56. http://dx.doi.org/10.5139/jksas.2023.51.1.49.

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Shen, Zhenyuan. "Procedural Generation in Games: Focusing on Dungeons." SHS Web of Conferences 144 (2022): 02005. http://dx.doi.org/10.1051/shsconf/202214402005.

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This report is talking about the applications of procedural generation in games. There are many AI-generated games on the market, such as No Man’s Sky. Due to the huge curiosity about it and the purpose of studying how procedural generation works, the research delved into the principles of procedural generation of dungeons. To start with the research, we first focused on a dungeon, analyzing how the dungeon is created and then we consider how the procedural generation works. Typically, all the resources are from the internet, including some academic tutorials. By separating the whole problem i
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Dembogurski, Renan Augusto, Bruno José Dembogurski, José Luiz Ribeiro De Souza Filho, Dhiego Oliveira Sad, Rodrigo De Souza Silva, and Marcelo Bernardes Vieira. "Interactive Virtual Terrain Generation using Augmented Reality Markers." Journal on Interactive Systems 3, no. 3 (2013): 1. http://dx.doi.org/10.5753/jis.2012.619.

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This paper presents an application that allows the generation of virtual terrains interactively, using augmented reality markers. This application also allows the user to navigate in the generated virtual environment. To demonstrate how the process is done, a terrain generation scenario was chosen. Virtual objects were augmented using markers and the detection is done through the ARToolKit framework. A particle system was used to simulate deformation to better incorporate the needs of terrain generation. The deformation itself follows an interparticle force between the particles attached to a
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Clark, O. G., R. Kok, and P. Champigny. "Generation of a virtual terrain." Environmental Modelling & Software 12, no. 2-3 (1997): 143–49. http://dx.doi.org/10.1016/s1364-8152(97)00004-2.

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Zheng, Wenhui, Haiyun Wang, and Xiaofang Huang. "Study on Delaunay Triangular Mesh Delineation for Complex Terrain Based on the Improved Center of Gravity Interpolation Method." Applied Sciences 14, no. 4 (2024): 1370. http://dx.doi.org/10.3390/app14041370.

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Wind energy resources in complex terrain are abundant. However, the default mesh division of various terrains often needs more specificity, particularly in wind resource analysis. The mesh division method can diminish computational efficiency and quality in intricate topographical conditions. This article presents a combined algorithm for generating Delaunay triangular meshes in mountainous terrains with significant variations in terrain. The algorithm considers the uncertainty of inner nodes and mesh quality, addressing both the advantages and drawbacks of the Delaunay triangular mesh. The pr
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Dissertations / Theses on the topic "Terrain generation"

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LeMoine, Pierre. "Large Scale Generation of Voxelized Terrain." Thesis, Linköpings universitet, Institutionen för systemteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102761.

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Computer-aided generation of virtual worlds is vital in modern content production. To manuallycreate all the details which todays computers can visualize would be too daunting atask for any number of artists. Procedural algorithms can quickly generate content, but thecontent suffers from being repetitive. Simulation of geological processes produce good resultsbut require a lot of resources. In this report a solution is presented which combines procedural algorithms with geologicalsimulation in the form of erosion. A pre-processing stage generates a heightfield using proceduralnoise which is th
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Oscar, Roosvall. "Procedural Terrain Generation Using Ray Marching." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13664.

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Holst, Hanna. "Avoiding cracks between terrain segments in a visual terrain database." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2828.

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<p>To be able to run a flight simulator a large area of terrain needs to be visualized. The simulator must update the screen in real-time to make the simulation work well. One way of managing large terrains is to tile the area into quadratic tiles to be able to work with different detailed representations of the terrain at different distances from the user. The tiles need to match with the adjacent tiles in the edge points to avoid cracks. When every tile can have a number of different levels of detail this means that the different levels of detail need to match too. This was previously done b
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GAO, YING. "VIRTUAL TERRAIN GENERATION AND GPU BASED RENDERING." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1148322986.

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Andereck, Michael. "Procedural Terrain Generation Based on Constraint Paths." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1388357258.

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Furtado, Henrique. "Procedural Generation of Volumetric Data for Terrain." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260320.

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A procedural method is proposed to generate volumetric data for terrain using a surface height map and information about materials as input. In contrast to previous explored methods this approach takes advantage of the extensive research on surface terrain generation by adapting the material layers to the topology of the input terrain. The method allows the user to specify materials as stratified or eroded, which are generated differently: stratified materials are stacked to generate material layers while eroded materials accumulate on even terrain. We compare a thermal erosion method and an o
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Kulikov, Vitaliy Y. (Vitaliy Yurievich) 1981. "Building model generation project : generating a model of the MIT campus terrain." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28428.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.<br>Includes bibliographical references (leaves 99-100).<br>Possession of a complete, automatically generated and frequently updated model of the MIT campus leads the way to many valuable applications, ranging from three-dimensional navigation to virtual tours. In this thesis, we present a set of application tools for generating a properly labeled, well-structured three-dimensional model of the MIT campus terrain from a set of geographical and topographical plans. In particular,
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Dupont, Stéphane. "Generation de modeles numeriques de terrain par interferometrie ros." Nice, 1997. http://www.theses.fr/1997NICE5121.

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Ce manuscrit traite de la generation de mnt (modeles numeriques de terrain) par interferometrie ros (radar a ouverture de synthese). Apres un rappel sur les principes de l'imagerie radar et de l'interferometrie est proposee l'integration d'une chaine de production de mnt interferometriques. Pour chaque etape de cette chaine, c'est-a-dire le deroulement de phase, le calage geometrique et la restitution, les principaux algorithmes existants sont presentes ainsi que des methodes originales. Cette chaine de production est maintenant operationnelle. L'etendue et la diversite des zones traitees a pe
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Arnoldsson, Anton. "A Study on Controllability for Automatic Terrain Generators." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20124.

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Procedural Content Generators (PCG) typically excel at generating a large amount of content in a short period of time. Whilst this is making PCG very applicable for the game industry, simplistic implementations of PCG lack in Usability whereas complex implementations of PCG lack in Controllability. The purpose of this study is therefore to deepen our understanding on the correlation between Controllability and Usability in algorithmic generators that utilizes a generic and constructive approach to generate terrain in games.Furthermore the findings in this study can be used in the field of proc
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Saunders, Ryan L. "Terrainosaurus: realistic terrain synthesis using genetic algorithms." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4892.

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Synthetically generated terrain models are useful across a broad range of applications, including computer generated art & animation, virtual reality and gaming, and architecture. Existing algorithms for terrain generation suffer from a number of problems, especially that of being limited in the types of terrain that they can produce and of being difficult for the user to control. Typical applications of synthetic terrain have several factors in common: first, they require the generation of large regions of believable (though not necessarily physically correct) terrain features; and second, wh
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Books on the topic "Terrain generation"

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L, Kaplan Michael, and United States. National Aeronautics and Space Administration., eds. Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: Final report. Dept. of Marine, Earth, and Atmospheric Sciences, North Carolina State University, 1995.

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Lin, Yuh-Lang. Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: Final report. Dept. of Marine, Earth, and Atmospheric Sciences, North Carolina State University, 1995.

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L, Kaplan Michael, and United States. National Aeronautics and Space Administration., eds. Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: FY94 November annual report. National Aeronautics and Space Administration, 1994.

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Lin, Yuh-Lang. Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: FY94 November annual report. National Aeronautics and Space Administration, 1994.

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L, Kaplan Michael, and United States. National Aeronautics and Space Administration., eds. Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: FY94 May semi-annual report. National Aeronautics and Space Administration, 1994.

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Koh, Eng-Kiat. Generating and structuring terrain features on parallel vector architectures. Dept. of Computer Science, University of Illinois at Urbana-Champaign, 1988.

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Mel'nichuk, Viktor, and Oleg Mihaylov. Military topography in the activities of law enforcement agencies. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2189085.

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The textbook is intended to study the basics of topographic training and the application of topographic knowledge in the practical activities of law enforcement officers. It provides general information about the terrain, methods of field measurements, the essence of orientation and targeting, a brief description of topographical maps and the procedure for their use in operational activities, general rules for reading topographic maps. The material is presented in an accessible form, contains illustrations, practical examples and recommendations, which contributes to the effective development
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Honikel, Marc Wolfgang. Fusion of spaceborne stereo-optical and interferometric SAR data for digital terrain model generation. 2002.

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Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: Final report. Dept. of Marine, Earth, and Atmospheric Sciences, North Carolina State University, 1995.

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Meso-beta scale numerical simulation studies of terrain-induced jet streak mass/momentum perturbations: FY94 November annual report. National Aeronautics and Space Administration, 1994.

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Book chapters on the topic "Terrain generation"

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Li, Qicheng, Guoping Wang, Feng Zhou, Xiaohui Tang, and Kun Yang. "Example-Based Realistic Terrain Generation." In Advances in Artificial Reality and Tele-Existence. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11941354_84.

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Li, Qicheng, Chen Zhao, Qiang Zhang, Weining Yue, and Guoping Wang. "Region-Based Artificial Terrain Texture Generation." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_11.

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Blackman, Sue. "Terrain Generation: Creating a Test Environment." In Beginning 3D Game Development with Unity 4:. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4900-9_4.

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Blackman, Sue. "Terrain Generation: Creating a Test Environment." In Beginning 3D Game Development with Unity. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3423-4_4.

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van Lawick van Pabst, Joost, and Hans Jense. "Dynamic Terrain Generation Based on Multifractal Techniques." In High Performance Computing for Computer Graphics and Visualisation. Springer London, 1996. http://dx.doi.org/10.1007/978-1-4471-1011-8_13.

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Seon, Dongsu, and Shinkyu Jeong. "Terrain-Driven Wind Environment Generation for UAM." In Lecture Notes in Electrical Engineering. Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-2635-8_39.

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Valencia-Rosado, Luis Oswaldo, and Oleg Starostenko. "Methods for Procedural Terrain Generation: A Review." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21077-9_6.

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Pfeifer, Norbert, and Gottfried Mandlburger. "LiDAR Data Filtering and Digital Terrain Model Generation." In Topographic Laser Ranging and Scanning. CRC Press, 2018. http://dx.doi.org/10.1201/9781315154381-11.

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Ponce Atencio, Yalmar, Francisco Espinoza Montes, Iraida Ortiz Guizado, Mary Luz Huamán Carrion, and Noemi Porras Diaz. "Generation of 3D Terrain Surfaces from Satellite Images." In Communications in Computer and Information Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90241-4_23.

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Emmendorfer, Leonardo Ramos, Isadora Bicho Emmendorfer, Luis Pedro Melo de Almeida, Deivid Cristian Leal Alves, and Jorge Arigony Neto. "A Self-interpolation Method for Digital Terrain Model Generation." In Computational Science and Its Applications – ICCSA 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86653-2_26.

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Conference papers on the topic "Terrain generation"

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T, Arundhathi, Priyadharshini R, Priyanka G, Vatturi Harshitha, Kavitha Subramani, and Jaba Sheela L. "Smartwatch-Powered Vehicle Navigation On Unmapped Terrain." In 2024 Third International Conference on Smart Technologies and Systems for Next Generation Computing (ICSTSN). IEEE, 2024. http://dx.doi.org/10.1109/icstsn61422.2024.10670946.

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Gabani, Kathan, Het Pathak, Isitbhai Thakkar, Nilesh Jain, Senthurapandi Rajendran, and Dipyaman Mukherjee. "Dynamic Terrain Generation With Deep GANs." In International Conference on Artificial Intelligence and Robotics. Machine Intelligence Research Group (MIRG), 2023. https://doi.org/10.52968/15066433.

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Exploring the realm of video game creation, procedural terrain generation has stood the test of time as a means to generate extensive new graphical content automatically. Conventional techniques often employ algorithms tailored for specific terrains, meticulously designed by human hands. This study delves into the innovative application of deep convolutional generative adversarial models (DC-GANs) for the dynamic fabrication of authentic terrain maps. Furthermore, we present an inventive methodology for feature extraction that facilitates the specification and manipulation of geographical attr
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Voulgaris, Georgios, Ioannis Mademlis, and Ioannis Pitas. "Procedural Terrain Generation Using Generative Adversarial Networks." In 2021 29th European Signal Processing Conference (EUSIPCO). IEEE, 2021. http://dx.doi.org/10.23919/eusipco54536.2021.9616151.

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Kamal, K. Raiyan, and Yusuf Sarwar Uddin. "Parametrically controlled terrain generation." In the 5th international conference. ACM Press, 2007. http://dx.doi.org/10.1145/1321261.1321264.

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Feng, Haoran, Burkhard C. Wünsche, and Alex Shaw. "Generating Realistic River Patterns with Space Colonization." In WSCG 2023 – 31. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. University of West Bohemia, Czech Republic, 2023. http://dx.doi.org/10.24132/csrn.3301.26.

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River generation is an integral part of realistic terrain generation, since rivers shape terrains and changes in terrain, e.g., due to tectonic movements can change the path of rivers. Fast existing terrain generation methods often result in non-realistic river patterns, whereas physically-realistic techniques, e.g., building on erosion models, are usually slow. In this paper we investigate whether the Space Colonization Algorithm can be modified to generate realistic river patterns. We present several extensions of the Space Colonization Algorithm and show with a user study with $n=55$ partic
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Frade, Miguel, F. Fernandez de Vega, and Carlos Cotta. "Genetic Terrain Programming An Aesthetic Approach to Terrain Generation." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-43.

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Etheredge, Paul, Matt Rigney, Brad Seal, Jamie Burns, Tom Fronckowiak, and Josh Walters. "RAPID CREATION OF MULTISPECTRAL TERRAINS FOR USE IN IN-BAND SCENE GENERATION AND OTHER ANALYTICAL TOOLS." In 2024 NDIA Michigan Chapter Ground Vehicle Systems Engineering and Technology Symposium. National Defense Industrial Association, 2024. http://dx.doi.org/10.4271/2024-01-3851.

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&lt;title&gt;ABSTRACT&lt;/title&gt; &lt;p&gt;Synthetic terrain generation and scene generation is a critical component of performing meaningful simulation assessments across many simulation domains. The U.S. Army Combat Capabilities Development Command Aviation and Missile Center (CCDC AvMC) has developed a process for rapidly generating and characterizing large-scale, multispectral terrain models and thermal signatures for use in a wide range of simulation tools from ground vehicles and air platforms to smart weapons and AI algorithms. This process has allowed the replacement of legacy terrai
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Ong, Teong Joo, Ryan Saunders, John Keyser, and John J. Leggett. "Terrain generation using genetic algorithms." In the 2005 conference. ACM Press, 2005. http://dx.doi.org/10.1145/1068009.1068241.

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Becher, Michael, Michael Krone, Guido Reina, and Thomas Ertl. "Feature-based volumetric terrain generation." In I3D '17: Symposium on Interactive 3D Graphics and Games. ACM, 2017. http://dx.doi.org/10.1145/3023368.3023383.

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Wrenninge, Magnus, Mårten Larsson, Lucio Flores, and Brad Herman. "A production tool for terrain generation." In ACM SIGGRAPH 2005 Sketches. ACM Press, 2005. http://dx.doi.org/10.1145/1187112.1187172.

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Reports on the topic "Terrain generation"

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Neiderer, Andrew M. Terrain Generation Using Fractal Methods. Defense Technical Information Center, 2001. http://dx.doi.org/10.21236/ada396871.

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Yakich, Valerie R., and J. D. Lashlee. Functional Decomposition of Modeling and Simulation Terrain Database Generation Process. Defense Technical Information Center, 2008. http://dx.doi.org/10.21236/ada492047.

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Trott, Kevin. Analysis of Digital Topographic Data Issues In Support of Synthetic Environment Terrain Data Base Generation. Defense Technical Information Center, 1996. http://dx.doi.org/10.21236/ada351879.

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Margerum, Eugene A., and Anne Werkheiser. Computer Generation of Fractal Terrains. Defense Technical Information Center, 1988. http://dx.doi.org/10.21236/ada201171.

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Lasko, Kristofer, and Elena Sava. Semi-automated land cover mapping using an ensemble of support vector machines with moderate resolution imagery integrated into a custom decision support tool. Engineer Research and Development Center (U.S.), 2021. http://dx.doi.org/10.21079/11681/42402.

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Land cover type is a fundamental remote sensing-derived variable for terrain analysis and environmental mapping applications. The currently available products are produced only for a single season or a specific year. Some of these products have a coarse resolution and quickly become outdated, as land cover type can undergo significant change over a short time period. In order to enable on-demand generation of timely and accurate land cover type products, we developed a sensor-agnostic framework leveraging pre-trained machine learning models. We also generated land cover models for Sentinel-2 (
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Blais-Stevens, A., A. Castagner, A. Grenier, and K D Brewer. Preliminary results from a subbottom profiling survey of Seton Lake, British Columbia. Natural Resources Canada/CMSS/Information Management, 2023. http://dx.doi.org/10.4095/332277.

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Seton Lake is a freshwater fiord located in southwestern British Columbia, roughly 4 km west of Lillooet and 250 km north-northeast of Vancouver. Located in the Coast Mountains, it is an alpine lake about 22-km long and roughly 1-1.5 km wide. It is separated from nearby Anderson Lake, located to the west, by a large pre-historic rock avalanche deposit at Seton Portage. The lake stands at about 243 m above sea level and is up to about 150 m deep (BC gov., 1953). Water level is controlled by a hydroelectric dam (i.e., Seton dam) located at the eastern end of the lake. Here, the lake drains east
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Precambrian bedrock geology, Boothia Peninsula, Nunavut, NTS 57-F and parts of 57-C, D, E, G and 67-D, E, H. Natural Resources Canada/CMSS/Information Management, 2023. http://dx.doi.org/10.4095/331417.

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This new map of the Precambrian geology of Boothia Peninsula, Nunavut, is a key tool to strengthen the geoscience knowledge base of north-central Nunavut, and presents a significant update to knowledge acquired in 1962 (Blackadar,1967) and 1986-1990 (Frisch, 2011). Through modern-concept bedrock mapping in 2017 and 2018 and supported by high-resolution geophysical and geochronological data sets, this map portrays in colours the location of at least 18 different crustal components that are distinguished on the basis of composition, mineral assemblage, and/or age. Several generations of folds an
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