Tile-Based Terrain Generation Using Noise Band Sampling

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Solution Overview

Problem

Current systems for procedurally generating terrain maps in games are inefficient and require large amounts of data and computational resources, making it difficult to create complex and realistic terrains with smooth variations.

Innovation Solution

The method involves generating terrain maps on a tile-by-tile basis using a 2D noise map, dividing the noise map into bands corresponding to different terrain types, and sampling the noise map at a selected rate to assign terrain values to each tile, allowing for efficient computation and memory usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If terrain maps are generated using traditional procedural generation systems, then terrain complexity and realism can be achieved, but computational resources and data requirements increase significantly

Engineering Contradiction:
Improveterrain detail qualityVSAvoiddata storage requirements
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The terrain map is divided into multiple tiles that can be generated and stored independently. Each tile represents a portion of the overall terrain and can be managed separately, reducing the memory footprint while maintaining overall terrain complexity and realism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts only the essential noise map data needed for terrain generation, storing minimal seed values and parameters rather than complete terrain datasets. This allows regeneration of full terrain details from compact stored information.

Inventive Principle:
Principle #2Taking out (Extraction)

2Manufacturing precision

If traditional procedural generation systems are used to create complex terrains, then realistic terrain features can be produced, but computational overhead increases

Engineering Contradiction:
Improveterrain realismVSAvoidcomputational overhead
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The noise map is pre-generated and stored in a compressed format with key parameters. During gameplay or terrain rendering, the system retrieves and applies these pre-computed values rather than performing complex procedural generation in real-time, reducing computational overhead while maintaining terrain realism.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses noise maps as a compact representation that can be copied and reused to generate multiple terrain variations. Instead of storing multiple complete terrain datasets, the system stores noise map data that can be regenerated into different terrain configurations.

Inventive Principle:
Principle #26Copying

3Productivity

If tile-based terrain maps are assembled to create large worlds, then terrain generation efficiency improves, but loss of full-scale details occurs

Engineering Contradiction:
Improveterrain generation efficiencyVSAvoidfull-scale terrain details
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The patent transitions from storing complete high-resolution terrain data to storing compact noise map representations. This dimensional change in data representation allows efficient tile-based generation while preserving the ability to reconstruct full-scale terrain details through the noise function.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system changes the parameters of the noise map (such as scale, amplitude, and frequency) to generate different terrain features across tiles. By modifying noise parameters rather than storing complete terrain details, the system maintains generation efficiency while preserving access to full-scale terrain information.

Inventive Principle:
Principle #35Parameter changes

4Manufacturing precision

If complete terrain maps are loaded into memory for continuous rendering, then rendering quality is maintained, but memory requirements increase

Engineering Contradiction:
Improverendering qualityVSAvoidactive memory usage
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The terrain map is segmented into tiles that can be loaded and unloaded independently. Only the currently visible tiles and their immediate neighbors are kept in active memory, maintaining rendering quality for visible areas while minimizing overall memory usage through selective loading.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10580191B2Procedural terrain generation systems and related methods
Publication Date: 2020.03.03 APPLE INC
  • US10580191B2 patent drawing
  • US10580191B2 patent drawing
  • US10580191B2 patent drawing

AI summary

Systems and techniques for generating an artificial terrain map can select a plurality of component terrains for each of several terrain types. Values of a selection noise map ranging between a lower bound and an upper bound can be computed on a tile-by-tile basis. One or more noise bands within the range of selection-noise-map values can correspond to each terrain type. The noise map can be sampled on a tile-by-tile basis to determine a tile value for each tile. Each respective tile can be assigned to the noise band in which the tile value falls. A terrain value can be assigned to each respective tile in the selection noise map based on the noise band assigned to the respective tile. Generated maps in machine-readable form can be converted to a human-perceivable form, and/or to a modulated signal form conveyed over a communication connection.