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Procedural Generation of 3D Caves for Games on the GPU

Mark, Benjamin; Berechet, Tudor; Mahlmann, Tobias LU and Togelius, Julian (2015) Foundations of Digital Games
Abstract
Procedural Content Generation in Games (PCG) is a thriv-

ing field of research and application. Recent presented ex-

amples range from levels, stories and race tracks to complete

rulesets for games. However, there is not much research to

date on procedural 3D modeling of caves, and similar en-

closed natural spaces. In this paper, we present a modular

pipeline to procedurally generate underground caves in real-

time, to be used as part of larger landscapes in game worlds.

We propose a three step approach, which can be fully im-

plemented using General-Purpose Computing on Graphics

Processing (GPGPU) technology: 1) an L-System to em-

ulate the... (More)
Procedural Content Generation in Games (PCG) is a thriv-

ing field of research and application. Recent presented ex-

amples range from levels, stories and race tracks to complete

rulesets for games. However, there is not much research to

date on procedural 3D modeling of caves, and similar en-

closed natural spaces. In this paper, we present a modular

pipeline to procedurally generate underground caves in real-

time, to be used as part of larger landscapes in game worlds.

We propose a three step approach, which can be fully im-

plemented using General-Purpose Computing on Graphics

Processing (GPGPU) technology: 1) an L-System to em-

ulate the expanded cracks and passages which form cave

structures in nature, 2) a noise-perturbed metaball approach

for virtual 3D carving, and 3) a rendering component for

isosurface extraction of the modeled voxel data, and fur-

ther mesh enhancement through shader programming. We

demonstrate how the interaction between these components

produce results comparable to real world caves, and show

that the solution is viable for video game environments. For

this, we present the findings of a user study we conducted

among indie-game developers and players, using our results. (Less)
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organization
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type
Contribution to conference
publication status
published
subject
conference name
Foundations of Digital Games
language
English
LU publication?
yes
id
eba6bc5f-c20b-467f-b30a-ce3a463c1566 (old id 5464981)
date added to LUP
2015-06-05 16:23:02
date last changed
2016-04-16 10:54:45
@misc{eba6bc5f-c20b-467f-b30a-ce3a463c1566,
  abstract     = {Procedural Content Generation in Games (PCG) is a thriv-<br/><br>
ing field of research and application. Recent presented ex-<br/><br>
amples range from levels, stories and race tracks to complete<br/><br>
rulesets for games. However, there is not much research to<br/><br>
date on procedural 3D modeling of caves, and similar en-<br/><br>
closed natural spaces. In this paper, we present a modular<br/><br>
pipeline to procedurally generate underground caves in real-<br/><br>
time, to be used as part of larger landscapes in game worlds.<br/><br>
We propose a three step approach, which can be fully im-<br/><br>
plemented using General-Purpose Computing on Graphics<br/><br>
Processing (GPGPU) technology: 1) an L-System to em-<br/><br>
ulate the expanded cracks and passages which form cave<br/><br>
structures in nature, 2) a noise-perturbed metaball approach<br/><br>
for virtual 3D carving, and 3) a rendering component for<br/><br>
isosurface extraction of the modeled voxel data, and fur-<br/><br>
ther mesh enhancement through shader programming. We<br/><br>
demonstrate how the interaction between these components<br/><br>
produce results comparable to real world caves, and show<br/><br>
that the solution is viable for video game environments. For<br/><br>
this, we present the findings of a user study we conducted<br/><br>
among indie-game developers and players, using our results.},
  author       = {Mark, Benjamin and Berechet, Tudor and Mahlmann, Tobias and Togelius, Julian},
  language     = {eng},
  title        = {Procedural Generation of 3D Caves for Games on the GPU},
  year         = {2015},
}