The diploma thesis presents approaches for the generation of a realistic terrain with the ability to switch between seasons. We describe the procedures of terrain generation using Perlin noise and the generation of height, heat and water maps. With those, we achieve a basic procedurally generated terrain. We expand on this by using several erosion types, which make our terrain more realistic. We divide the terrain by defining biomes. With these, the terrain is textured and separated into individual areas. Each biome also has it's own detail layer that enhances the appearance of the terrain.
Then we add content that is related to the type of biome. Once all the content is laid out, we begin the generation of roads and the placement of houses around them. With all the content placed, we can start changing the season. This allows us to see the changes between the seasons and how it affects the overall image of the terrain. The aim of the diploma is to generate a realistic landscape that can later be used as a basis for simulating capture with a LiDAR sensor.
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