Procedural Low-Poly Terrain Generation with Terracing for Computer Games
Richard Tivolt

TL;DR
This paper introduces a novel procedural method for generating low-poly terraced terrains with biomes and vegetation, enhancing visual diversity and realism for computer game environments.
Contribution
It presents a new technique for creating low-poly, terraced terrains with biomes and vegetation, addressing limitations of traditional grid-based terrain generation.
Findings
Generated terrains with distinct terracing and biomes
Enhanced visual diversity in low-poly environments
Effective integration of vegetation into terrain models
Abstract
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting in a continuous 3D surface. While this method is efficient for modelling smooth terrain, the grid-like structure lacks the distinct, chaotic appearance of low-poly objects and is not suitable to be used for our purposes. The technique presented in this paper aims to solve the following problem: Generate random, low-poly looking terraced terrain with different biomes and add vegetation to create an interesting environment.
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Taxonomy
TopicsEducational Games and Gamification · Winter Sports Injuries and Performance · Human Motion and Animation
