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지형 생성 트렌드 (2022.03.18)

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Generation

Name Author Team Year Conference/Journal/Publisher
Infinite terrain Humus Humus 2002 Blog
Infinite Terrain II Humus Humus 2009 Blog
Building Open Worlds Faster: the Volition Way Jason Hayes Volition / THQ 2011 GDC
Creating FPS Open Worlds Using Procedural Techniques Tom Betts Big Robot 2014 GDC
Landscape Creation and Rendering in REDengine 3 Marcin Gollent CD Projekt RED 2014 GDC
Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data Ian Parberry University of North Texas 2014 JCGT
Modeling Real-World Terrain with Exponentially Distributed Noise Ian Parberry University of North Texas 2015 JCGT
‘Ghost Recon Wildlands’: Terrain Tools and Technology Guillaume Werle, Benoit Martinez Ubisoft 2017 GDC
Building Worlds Using Math(s) Sean Murray Hello Games 2017 GDC
Continuous World Generation in ‘No Man’s Sky’ Innes McKendrick Hello Games 2017 GDC
Terrain Erosion on the GPU Axel Paris LIRIS 2018 Blog
Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GPU-Based Procedural Terrains in ‘Serious Sam 4: Planet Badass’ Alen Ladavac Croteam 2019 GDC
Math for Game Developers: End-to-End Procedural Generation in ‘Caves of Qud’ Brian Bucklew, Jason Grinblat Freehold Games 2019 GDC
A Review of Digital Terrain Modeling Eric Galin,Eric Guérin,Adrien Peytavie,Guillaume Cordonnier,Marie-Paule Cani,Bedrich Benes,James Gain Université de Lyon, Ecole Polytechnique, Purdue University, University of Cape Town 2019 EG
Create Landscapes and Terrain Faster Alexandre Kikuchi Unity Technologies 2020 GDC

Rendering

Name Author Team Year Conference/Journal/Publisher
Terrain Rendering Using GPU-Based Geometry Clipmaps Arul Asirvatham, Hugues Hoppe Microsoft Research 2005 GPU Gems 2
Generating Complex Procedural Terrains Using the GPU Ryan Geiss NVIDIA Corporation 2007 GPU Gems 3
Terrain rendering in frostbite using procedural shader splatting Johan Andersson EA DICE 2007 SIGGRAPH
Terrain in Battlefield 3: A Modern, Complete and Scalable System Mattias Widmark EA DICE 2012 GDC
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation John Kloetzli Firaxis 2014 GDC
Advanced Visual Effects with DirectX 11: From Terrain to Godrays - Better Use of DirectX11 Andrei Tatarinov, Iain Cantlay NVIDIA 2014 GDC
Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: Ghosts Wade Brainerd Activision 2014 GDC
Adaptive Virtual Texture Rendering in Far Cry 4 Ka Chen Ubisoft 2015 GDC
Terrain Rendering in ‘Far Cry 5’ Jeremy Moore Ubisoft 2018 GDC
Boots on the Ground: The Terrain of Call of Duty J.T. Hooker Activision 2021 GDC

Contents

Name Author Team Year Conference/Journal/Publisher
Volume roads Humus Humus 2010 Blog
Real-Time Grass (and Other Procedural Objects) on Terrain Dimitris Papavasiliou   2015 JCGT
Procedural Modeling of Cave-like Channels Alex Pytel, Stephen Mann University of Waterloo 2015 JCGT
GPU-BASED PROCEDURAL PLACEMENT IN HORIZON ZERO DAWN Jaap van Muijden Guerrilla Games 2017 GDC
Procedural World Generation of ‘Far Cry 5’ Etienne Carrier Ubisoft 2018 GDC