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A voxel-based octree construction approach for procedural cave generation

Journal Article


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Abstract


  • Procedural content generation is becoming an increasingly

    popular research area as a means of algorithmically generating

    scene content for virtual environments. The automated

    generation of such content avoids the manual labour typically

    associated with creating scene content, and is extremely useful in

    application areas such as computer graphics, movie production

    and video games. While virtual 3D caves are commonly featured

    in these virtual environment applications, procedural cave

    generation is not an area that has received much attention among

    researchers to date. This paper presents a procedural approach to

    generating 3D cave structures. Other than the development of a

    method to effectively automate the generation of visually

    believable 3D cave models, this paper also investigates how to

    efficiently construct and store this spatial information using a

    voxel-based octree data structure. In addition, the proposed

    approach demonstrates that caves with different characteristics

    can be generated by adjusting certain parameters in order to

    facilitate the creation of diverse cave structures.

Publication Date


  • 2011

Citation


  • Cui, J., Chow, Y. & Zhang, M. (2011). A voxel-based octree construction approach for procedural cave generation. International Journal of Computer Science and Network Security, 11 (6), 160-168.

Ro Full-text Url


  • http://ro.uow.edu.au/cgi/viewcontent.cgi?article=10948&context=infopapers

Ro Metadata Url


  • http://ro.uow.edu.au/infopapers/3612

Number Of Pages


  • 8

Start Page


  • 160

End Page


  • 168

Volume


  • 11

Issue


  • 6

Place Of Publication


  • http://paper.ijcsns.org/07_book/201106/20110624.pdf

Abstract


  • Procedural content generation is becoming an increasingly

    popular research area as a means of algorithmically generating

    scene content for virtual environments. The automated

    generation of such content avoids the manual labour typically

    associated with creating scene content, and is extremely useful in

    application areas such as computer graphics, movie production

    and video games. While virtual 3D caves are commonly featured

    in these virtual environment applications, procedural cave

    generation is not an area that has received much attention among

    researchers to date. This paper presents a procedural approach to

    generating 3D cave structures. Other than the development of a

    method to effectively automate the generation of visually

    believable 3D cave models, this paper also investigates how to

    efficiently construct and store this spatial information using a

    voxel-based octree data structure. In addition, the proposed

    approach demonstrates that caves with different characteristics

    can be generated by adjusting certain parameters in order to

    facilitate the creation of diverse cave structures.

Publication Date


  • 2011

Citation


  • Cui, J., Chow, Y. & Zhang, M. (2011). A voxel-based octree construction approach for procedural cave generation. International Journal of Computer Science and Network Security, 11 (6), 160-168.

Ro Full-text Url


  • http://ro.uow.edu.au/cgi/viewcontent.cgi?article=10948&context=infopapers

Ro Metadata Url


  • http://ro.uow.edu.au/infopapers/3612

Number Of Pages


  • 8

Start Page


  • 160

End Page


  • 168

Volume


  • 11

Issue


  • 6

Place Of Publication


  • http://paper.ijcsns.org/07_book/201106/20110624.pdf