Sponsored Feature: Procedural Terrain Generation With Fractional
Brownian Motion
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[The computer graphics industry has a long history of trying to model
the limitless complexities of our real world terrain. In this article
kicking off Intel's Visual Computing microsite, Freeman demonstrates
several techniques (including the source code) for creating realistic
terrain scenes on systems with integrated graphics solutions.]
Introduction
The computer graphics industry has a long history of attempting to model
real world terrain. These efforts try to capture the seemingly limitless
complexity of natural terrain through modeling and rendering techniques.
As early as the late 1960's Dr. Benoit Mandelbrot linked natural forms
that maintain a level of self-similarity such as coastlines to
mathematical constructs [1]. Notable achievements in this field since
that time have utilized fractals to achieve approximations of terrain
patches using stochastic processes such as fractional Brownian motion.
In this article, we demonstrate several techniques of generating terrain
patches as proposed by Dr. F Kenton Musgrave [2] along with texture
blending and Shader Model 3.0 to create a synthetic scene on integrated
graphics solutions such as the Intel® 965 Express Chipset and Mobile
Intel® 965 Express Chipset family.
First, we describe a list of previous work in this field followed by the
approach utilized by our implementation, which leverages both the CPU
and GPU to render the scene. Source code is provided with the
demonstration to be used in your terrain rendering extensions and
implementation.
Previous Work
A number of researchers have investigated terrain generation using
fractals to perturb surfaces in 2D and 3D space. B. Mandelbrot provided
some of the earliest representations of terrain generation with fractals
by comparing the self-similarity of mountainous terrain to Brownian
motion, resulting in realistic skylines when charting a 2D random walk.
Later work by Mandelbrot and Musgrave later showed increasingly
compelling approximations of terrain utilizing fractional Brownian
motion in 3D space with Perlin noise and the concept of multifractals
both represented in [2].
Noise-based systems for generating fractal terrains as proposed by [2]
and [4] are not exclusive to creating good approximations to real
landscapes as several other calculations have been used to create
aesthetically pleasing approximations to real terrain. Of interest in
this group, include mid-point displacement calculations including the
diamond-square and triangle-edge subdivision algorithms, Poisson
faulting, and Fast Fourier Filtering.
While some of these systems can and do produce realistic looking scenes,
the noise synthesis method proposed in [2] is utilized in this work as
these calculations provide an interesting set of controls to the
resulting terrain from a mathematical model. While these properties do
not necessarily provide a mechanism to definitively control the shape of
the rendered scene as indicated in [5] to constrain terrain to realistic
properties, they do provide many interesting real and imaginative
results. We present a CPU based set of algorithms demonstrating these
controls balanced with smooth stepped texture blending in the pixel
shader on the GPU using Microsoft DirectX 9 and Shader Model 3.0.
Implementation
Our implementation was inspired by Musgrave's work in [2], showcasing
three methods from that text: simple fBm, hybrid fBm, and the ridged
multifractal algorithm, each based on Perlin's noise algorithm. The
output from these methods is used to perturb the Z direction of a fixed
size polygon mesh.
Figure 3-1. Fractal Terrain, Simple fBm
In Figure 3-1, we present our implementation. On the right hand side,
one can see the controls used to adjust properties of each fBm algorithm
as selected from the combo box. Our demo is adapted from the BasicHLSL
demo from [7] with default algorithm parameters adjust to demonstrate
interesting terrain properties.
Method Parameters:
(H) Hurst index - In mathematical literature, classifies the fBm and
dictates fractal dimension.
(Lacunarity) - Dictates the gap between successive frequencies.
(Octaves) - Dictates the number of frequencies and scales Level of
Detail in the scene.
(Offset) - Offset from the lowest elevation and determines
"multifractality" [2].
(Gain) - Controls the amplitude of the frequency.
Multitextured Pixel Shading
Pixels are sampled from texture images and Hermite spline interpolated
{0..1} over regions of existence based on elevation as passed to the
pixel shader function. The multi-texturing blend operation, proposed by
[3] was chosen over older fixed-function texture blending operations and
implemented without a blend map. While a blend map would produce a finer
and more realistic blend of each region's texture in multi-textured
surfaces as demonstrated in [3], the chosen method provides reasonable
blending for higher altitude scenes which necessarily lack a finer level
of detail due to the height of the viewpoint as may be experienced in a
flight simulator. Each elevation zone is separated by constants
indicating gradual ****fts between regions of sand, grass, rock, and snow
to create a blended effect over the range of elevations with regions
nearing the next texture region taking on pixel hues of samples of that
area, a method suggested by [9] in the shader effect file.
Future Work
There are a number of interesting problems remaining to be tackled with
respect to fractal terrain generation. Applications of automatic
landscape generation face decisions associated with conflicting
game-play elements in the storyline or unrealistic features that present
themselves from both fBm and other fractional models of terrain.
In addition, most terrain generation methods are calculation intensive
and are not real-time. While some fractal algorithms lend themselves
easily to multi-threading, the result is still time consuming as is the
case with the Mandelbrot set [10] and may not apply well without
significantly reducing the size of the perturbed surface greatly or
reducing the number of iterations inspected. An interesting and
difficult problem remains open for multi-threading a fractional Brownian
motion implementation since it is a global operation, taking into
account different domains of the variable. One could split processing by
row or column, spanning a surface's Z values or even by quadrants for
processing with results that skew the controls of the algorithm's
parameters and render more noticeable regions of disjoint terrain.
It is this interdependence of previous values from the calculation that
introduces the very properties we are seeking from fBm introduced by way
of the Hurst index, Lacunarity, and Octave. As such, it becomes
difficult to split calculations amongst physical processing units.
Investigation of this concept with Dr. Mandelbrot [8] shows that there
may be a solution to the threading problem through truncation of fBm.
However, some level of introduced errors may be present in the
calculation as a result. If the desired scene produced by the rendering
process is aesthetically pleasing, some inaccuracy in the operation may
be acceptable. We would like to determine what effect a multi-threaded
fBm algorithm would have on a rendered terrain as well as analyze its
performance for multi-core processors with optimized code.
References
1. [Mandelbrot67] B. Mandelbrot. How Long Is the Coast of Britain?
Statistical Self-Similarity and Fractional Dimension. Science. New
Series, Vol. 156, No. 3775. May 5, 1967). pp. 636-638.
2. [EMPPW94] Ebert, Musgrave, Peachey, Perlin, Worley. Texturing and
Modeling: A Procedural Approach. Academic Press Inc. 1994. Musgrave
Chapters 7-9, Perlin Chapter 6.
3. [Luna06] Frank Luna. Introduction to 3D Game Programming with DirectX
9.0c: A Shader Approach. Wordware Publi****ng Inc. Chapter 11.
4. [MKM89] Musgrave, Kolb, Mace. The Synthesis and Rendering of Eroded
Fractal Terrains. SIGGRAPH 1989. ACM Computer Graphics, Volume 23,
Number 3, July 1989.
5. [SS05] Stachniak, Stuerzlinger. An Algorithm for Automated Fractal
Terrain Deformation. Computer Graphics and Artificial Intelligence. Ed.
D Plemenos. ISBN 291425607-8, 64-76, May 2005.
6. [HR06] Hardy, Roberts. Blend Maps: Enhanced Terrain Texturing.
Proceedings of SAICSIT 2006. pp 61-70.
7. [MSSDK07] Microsoft Cor****ation DirectX SDK (November 2007).
http://www.microsoft.com/downloads/details.aspx?
familyid=4b78a58a-e672-4b83-a28e-72b5e93bd60a&displaylang=en.
8. [Mandelbrot07] B. Mandelbrot. Personal Email Communication. November
2007.
9. [Hayes07] Hayes, Jeremy. jeremy.hayes@[EMAIL PROTECTED]
December 2007.
10. [Intel05] Using SSE3 Technology in Algorithms with Complex
Arithmetic. http://softwarecommunity.intel.com/articles/eng/3426.htm.
February 23, 2005.
About the Author
Jeff Freeman is a Software Engineer in the Software and Solutions Group,
where he sup****ts Intel integrated graphics solutions in the Client
Scale Enabling team. He holds a B.S. in Computer Science from Rensselaer
Polytechnic Institute. He can be reached at jeffrey.m.freeman@[EMAIL PROTECTED]
Credits
Steve Pitzel steve.pitzel@[EMAIL PROTECTED]
Art/Textures
Jeremy Hayes jeremy.hayes@[EMAIL PROTECTED]
Guidance on terrain shading


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