A Parallel Algorithm Using Perlin Noise Superposition Method for Terrain Generation Based on CUDA architecture
- 10.2991/meita-15.2015.183How to use a DOI?
- Perlin Noise, CUDA, GPU, Terrain generation
A parallel algorithm for terrain generation based on CUDA architecture is proposed in this paper, which aims to address the problems of high computational load and low efficiency when generating large scale terrains using the Perlin noise superposition method. The Perlin noise superposition method is combined with independent calculation of each point based on the characteristics of all adjacent points. The Perlin noise value of each terrain grid point is transferred to a GPU thread for calculation, so that the terrain generation process is executed in completely parallel in the GPU. Experimental results show that The GPU algorithm generates a grid of size 25000000 (25 million grid points) needs only 0.6355 s, while the original CPU algorithm takes 23.3723 s, so, the parallel processing algorithm can improve the efficiency of the terrain generation and meet the requirements for large-scale terrain generation compared with the original algorithm.
- © 2015, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Huailiang Li AU - Xianguo Tuo AU - Yao Liu AU - Xin Jiang PY - 2015/08 DA - 2015/08 TI - A Parallel Algorithm Using Perlin Noise Superposition Method for Terrain Generation Based on CUDA architecture BT - Proceedings of the 2015 International Conference on Materials Engineering and Information Technology Applications PB - Atlantis Press SP - 967 EP - 974 SN - 2352-5401 UR - https://doi.org/10.2991/meita-15.2015.183 DO - 10.2991/meita-15.2015.183 ID - Li2015/08 ER -