Terrain Generation Using A Voxel Grammar-based Approach

We would like to invite you to the latest research seminar of the Creative Technology Research Centre.


Title: Terrain Generation Using A Voxel Grammar-based ApproachVoxel


Speaker: Rahul Dey (a BU research engineer based at Sony Computer Entertainment Europe)


Time: 2:00PM-3:00PM

Date: Wednesday 16th March 2016

Room: P302 LT, Poole House, Talbot Campus




As computational power has increased, so has the fidelity of computer graphics for real time simulations and video games. Terrain is a feature that is ubiquitous in any game that needs to represent an outdoor environment. The creation of larger landscapes for such simulations now requires some automated assistance in the form of Procedural Content Generation (PCG). Many procedural methods forego user design and interaction in favour of complete automation.

This research introduces a novel method to construct terrains by utilising user-designed rulesets. Terrains are represented using a volumetric approach which is a more powerful and flexible way of creating features such as caves, naturally formed arches and overhanging cliffs. Terrains are generated by using the provided ruleset as a grammar to parse the volumetric grid and transform voxels in sections of the grid.


This presentation will focus on the method that has been developed to generate these terrains, and detail some of the future work to be carried out during the rest of the course of the research.



We hope to see you there.