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Procedural Generation of Three-Dimensional Terrain in Virtual Space

Student: Kazakov Lev

Supervisor: Stanislav A. Bober

Faculty: HSE Tikhonov Moscow Institute of Electronics and Mathematics (MIEM HSE)

Educational Programme: Applied Mathematics (Bachelor)

Year of Graduation: 2024

In the world of computer game development, the time-consuming process of creating game worlds is an urgent problem. In this paper, to solve this problem, the goal is to develop algorithms for procedural generation of three-dimensional terrain in virtual space, as well as its subsequent partitioning into biomes in accordance with the specified parameters. For this purpose such tools and methods as coherent noise generator, Lloyd's algorithm, Delaunay triangulation and Voronoi diagram partitioning were used. To speed up the computations, shader technologies were used to transfer some of the computations from the CPU to the GPU. The result of the work is a module in the Stride game development environment, which allows procedurally generating a landscape and further overlaying a texture on it, displaying the location of in-game areas based on parameters such as height and humidity.

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