Streszczenie:
This thesis aims to summarise the theory and
implementation of voxel generation and give real-world
demonstrations of these concepts in Unity (ver. 2022.12).
Both simulations and video games can use Voxels for terrain
representation. A great real-world example of this
is Minecraft[3] which uses Voxels for world visualization.
World creation can be based on a Voxel grid with the combination
of Perlin noise[16] that allows for the automation
of the procedural map generation process. Furthermore,
the noise allows us to specify what will happen based on
their values to create procedural generation. These advanced
techniques include chunking[19], and meshing, to
demonstrate an efficient way for procedural map generation.
This project aims to create a 3D Terrain based
on Perlin noise with different types of voxels and associated
biomes. The concept described and presented are
intended to showcase the majority of the author’s thought
process and research required to deliver these concepts.