Acknowledgement
이 논문은 2022년 한국교통대학교 지원을 받아 수행하였음.
References
- L. Valencia-Rosado, O. Starostenko, "Methods for Procedural Terrain Generation: A Review", Part of the Lecture Notes in Computer Science book series (LNIP,volume 11524), 18 May 2019.
- https://unity.com/
- https://www.unrealengine.com/en-US
- https://www.blender.org/
- T. J. Rose, A. G. Bakaoukas, "Algorithms and Approaches for Procedural Terrain Generation - A Brief Review of Current Techniques", 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 18 October 2016.
- M. Botsch, L. Kobbelt, M. Pauly, P. Alliez, B. Levy, "Polygon Mesh Processing", Kindle Edition, A K Peters/CRC Press, October 7, 2010.
- D. Vicini, S. Speierer, W. Jakob, "Differentiable Signed Distance Function Rendering", ACM Trans. Graph., Vol. 41, No. 4, Article 125, July 2022.
- W. E. Lorensen, H. E. Cline, "Marching cubes: A high resolution 3d surface construction algorithm", ACM Computer Graphics, 21 (4), 163-169, 1987. https://doi.org/10.1145/37402.37422
- C. J. Hart, "Sphere Tracing: A Geometric Method for the Antialiased Ray Tracing of Implicit Surfaces", The Visual Computer, June 1995.
- E. Perrin, R. Harba, I. Iribarren, R. Jennane, "Piecewise Fractional Brownian Motion", IEEE Transactions on Signal Processing, Vol. 53, No. 3, pp. 1211-1215, April, 2005. https://doi.org/10.1109/TSP.2004.842209