scieee Open visual document viewer

Representing Random Terrain on Resource Limited Devices

Marshall, D,Delaney, Declan,McLoone, Seamus,Ward, Tomas E.

Abstract

Random terrain generation is the procedural creation of a set of data that represents closely a believable landscape. Common techniques of achieving this include the use of fractals and noise. Such techniques usually require a large volume of memory, as the geometry of the terrain needs to be calculated and stored at run time. Given the limited memory available on mobile devices, such as mobile telephones, the storage of the data required to represent massive terrains can be difficult. In this paper, we propose a novel method of storing terrain data on devices with limited memory. This method involves placing pre-computed blocks of terrain, known as terrain tiles, together in a psuedo-random manner as governed by a noise function known as Perlin noise. This allows large amounts of terrain data to be represented while still giving the appearance of a randomly generated terrain. Traditionally, Perlin noise is used in the procedural generation of textures and the modeling of naturally occurring phenomena. Using Perlin noise, only a subset of the overall data generated by the function needs to be stored at any one time. The approach outlined in this paper associates a tile of terrain with each value generated by the Perlin Noise function, meaning that only a subsection of the total terrain is stored in memory at any one time. We show how this process can be executed in real time on a resource limited device known as the Game Boy Advance, and also illustrate a significant reduction in the memory requirements of terrain storage when compared with traditional methods.

Full text

© IJIGS/Uni e si y o Wol e hamp on/EUROSIS REPRESENTING RANDOM TERRAIN ON RESOURCE LIMITED DEVICES DAMIEN MARSHALL φ , DECLAN DELANEY φ , SEAMUS MCLOONE*, TOMAS WARD* φ Depa men o Compu e Science, NUI Maynoo h Maynoo h, Co. Kilda e E-mail: [email protected] * Depa men o Elec onic Enginee ing NUI Maynoo h, Maynoo h, Co. Kilda e E-mail: omas.w[email p o ec ed]y.ie KEYWORDS Random Te ain, Pe lin Noise, Mobile De ices, Game Boy Ad ance ABSTRACT Random e ain gene a ion is he p ocedu al c ea ion o a se o da a ha ep esen s closely a belie able landscape. Common echniques o achie ing his include he use o ac als and noise. Such echniques usually equi e a la ge olume o memo y, as he geome y o he e ain needs o be calcula ed and s o ed a un ime. Gi en he limi ed memo y a ailable on mobile de ices, such as mobile elephones, he s o age o he da a equi ed o ep esen massi e e ains can be di icul . In his pape , we p opose a no el me hod o s o ing e ain da a on de ices wi h limi ed memo y. This me hod in ol es placing p e-compu ed blocks o e ain, known as e ain iles, oge he in a psuedo- andom manne as go e ned by a noise unc ion known as Pe lin noise. This allows la ge amoun s o e ain da a o be ep esen ed while s ill gi ing he appea ance o a andomly gene a ed e ain. T adi ionally, Pe lin noise is used in he p ocedu al gene a ion o ex u es and he modeling o na u ally occu ing phenomena. Using Pe lin noise, only a subse o he o e all da a gene a ed by he unc ion needs o be s o ed a any one ime. The app oach ou lined in his pape associa es a ile o e ain wi h each alue gene a ed by he Pe lin Noise unc ion, meaning ha only a subsec ion o he o al e ain is s o ed in memo y a any one ime. We show how his p ocess can be execu ed in eal ime on a esou ce limi ed de ice known as he Game Boy Ad ance, and also illus a e a signi ican educ ion in he memo y equi emen s o e ain s o age when compa ed wi h adi ional me hods. INTRODUCTION A andom e ain is a g oup o p ocedu ally calcula ed alues ha ep esen s closely a belie able landscape. They a e u ilised in all a eas o compu e science, especially compu e g aphics and games (Picko e 1995), whe e hey allow o he c ea ion o game con en wi h minimal ime o e head. Also, as e ain maps can be qui e la ge, echniques o gene a ing andom e ain, such as ac als (Dudgeon and Gopalak ishnan 1996), and models o na u ally occu ing phenomena (Kelley e al. 1988), help o minimise ixed s o age equi emen s. Howe e , his means ha such me hods usually equi e a oluminous amoun o Random Access Memo y (RAM). Wi h ecen ad ances in p ocessing powe , compu e games a e becoming mo e popula on handheld de ices (Ri e n e al. 2003). Howe e , he e a e s ill limi a ions o he amoun o a ailable RAM o such de ices, so ha he c ea ion o andomly gene a ed e ain o compu e games on such de ices can be p oblema ic. In his pape , a no el me hod based on he use o e ain iles and a pseudo andom noise known as Pe lin Noise is desc ibed (Rabino ich and Go sman 1997; Pe lin 2002) T adi ionally, Pe lin noise is used in he gene a ion o p ocedu al ex u es and he modeling o na u ally occu ing phenomena such as clouds and smoke (Ye and Lewis 1999; Hol kämpe 2003) – see Figu e 7. He e, we p opose an app oach ha associa es a ile o e ain wi h each Pe lin noise alue. A e ain ile desc ibes a squa e block o e ain da a. Using Pe lin noise, only a subse o he o e all da a gene a ed by he unc ion needs o be s o ed a any one ime. The e o e, la ge e ain maps can be ep esen ed in eal ime wi h a small memo y oo p in , as only he e ain iles o in e es o he use a e s o ed a any gi en ime. The p oposed me hod is implemen ed on a limi ed de ice known as a Game Boy Ad ance (www.nin endo.com), and esul s a e p esen ed o he implemen a ion We show ha signi ican sa ing can be made in e ms o memo y space equi ed when compa ed o adi ional me hods o s o ing and ep esen ing e ain. As his me hod makes no use o loa ing poin a i hme ic i is e y e icien , making i sui able o use on a wide a ie y o de ices whe e no dedica ed loa ing-poin uni is a ailable. I would be pa icula ly sui able o mobile elephones, as i allows o he gene a ion o massi e e ain maps wi h a minimal o e he ai download. This is o signi ican impo ance as la ge downloads ha e been iden i ied as a limi ing ac o in he nex gene a ion o h ee-dimensional games on mobile elephones (EDGE Magazine 2004). The es o he pape is laid ou as ollows. The nex sec ion in oduces Pe lin Noise and ou lines he sui abili y o he Game Boy Ad ance as a es bed. The Implemen a ion sec ion de ails he ealisa ion o he p oposed me hod, ollowed by a selec ion o pe o mance alues in he Resul s sec ion. Finally, he pape concludes wi h sugges ions o u u e wo k. BACKGROUND Pe lin Noise Pe lin noise is one o he mo e impo an noise unc ions (Pe lin 2002). C ea ed by Ken Pe lin, his noise has he special p ope y o appea ing andom o he pe cei e , ye © IJIGS/Uni e si y o Wol e hamp on/EUROSIS emaining en i ely con ollable. I wo ks by de ining a numbe o key poin s a se dis ances apa , and de ining he alues o he in e media e poin s p ocedu ally using in e pola ion. Any subsec ion o he da a c ea ed by he Pe lin noise unc ion can be econs uc ed, wi hou he need o s o e and gene a e he en i e da a se . In his sense, Pe lin noise can be conside ed o be quasi- andom noise. Fu he de ail ega ding an implemen a ion o Pe lin Noise is gi en in he Implemen a ion sec ion. Game Boy Ad ance Released in 2001, he Game Boy Ad ance (GBA) is he successo o he mul i-million selling Game Boy and Game Boy Colo . The mos impo an speci ica ions o he Game Boy Ad ance a e de ailed in Table 1. F om Table 1, i can be seen ha he GBA is e y limi ed in e ms o p ocessing powe and a ailable Random Access Memo y (RAM). Coupled wi h he ease o p og amming o he sys em, his makes he GBA a pe ec pla o m on which o es ou implemen a ion. In he nex sec ion, he implemen a ion de ails o he p oposed me hod a e desc ibed, and example sc eensho s o he applica ion in ac ion on he GBA a e gi en. IMPLEMENTATION In his sec ion, he me hod by which massi e e ains can be cons uc ed wi h a minimal memo y oo p in is discussed. The means by which he e ain da a is ende ed o sc een a a s able ame a e on he GBA is also in oduced. Pe lin Noise Map o Te ain Tiles The basis o he echnique desc ibed he e is wha is known as a e ain ile. A ile desc ibes a squa e block o e ain. Te ain iles a e used ex ensi ely in many popula game engines such as To que (Ma shall e al. 2004). Each ile is ypically de ined by wo g oups o da a – a heigh map, which de ails he geome y o he e ain, and a ex u e map, which de ails he colou s and shading o he e ain (Rabino ich and Go sman 1997). Figu e 1 (a) and (b) de ails examples o bo h ca ego y o maps. Bo h images in Figu e 1 we e c ea ed using he Wilbu andom e ain gene a ion applica ion (Slay on 2001). By placing hese iles oge he in a andom o de , a la ge a ea o e ain can be de ined – see Figu e 2(a). Howe e , as he ile size dec eases, he s o age cos o he o de o he iles can become expensi e, and can e en ually begin o app oach ha o he adi ional me hod o s o ing each heigh o e ain in an a ay – see Figu e 2 (b) and (c). This can make such an app oach unsui able o a limi ed memo y de ice. This p oblem can be alle ia ed using Pe lin noise o go e n he placemen o iles. As men ioned in he p e ious sec ion, any subsec ion o he da a gene a ed by a Pe lin noise unc ion can be ec ea ed gi en he same inpu alues, wi hou he need o s o e he comple e da a se gene a ed by he unc ion. The e o e, only he sec ion o da a o in e es o he iewe needs o be calcula ed and s o ed a any one ime, and i is gua an eed ha o he subsec ions o he da a will be gene a ed consis en ly wi h he same alues. The main ene o he app oach ou lined in his pape is ha by de ining a numbe o iles wi h small dimensions, and associa ing each alue gene a ed by he Pe lin noise unc ion wi h a e ain ile, hen only he small po ion o a massi e e ain map needs o gene a ed and s o ed a any one ime, hus p o iding d ama ic sa ing in e ms o compu a ion ime and memo y - see Figu e 3. In Figu e 3, each ile is ep esen ed by a di e en shade o g ay. As he use mo es abou he la ge e ain map, he subse o e ain ile da a is epopula ed o ep esen he use s immedia e en i onmen . Pe lin Noise Implemen a ion The i s aspec o he app oach explained in his pape is he manne by which he Pe lin noise map o e ain alues is gene a ed. The p ima y s ep o his p ocess is he de ini ion o a g id ha de ines he o e all layou o he map. Each alue in his g id is known as a e ain s uc u e alue. These e ain s uc u e alues a e simply andom numbe s, and a e no ela ed o any pa icula e ain ile. Ra he , hey a e used in conjunc ion wi h adjacen e ain s uc u e alues in o de o de ine in e media e e ain ile alues p ocedu ally. Each P ocesso 16Mhz Memo y 384 kiloby es Sc een Resolu ion 240 * 160 pixels A ailable Colou s 32,768 Figu e 2 (a) Fou 128*128 il es (b) Eigh 64 *64 iles. (c) Six y ou 32 * 32 iles. A dec ease in ile size inc eases de ail, bu leads o an inc ease in memo y equi emen s. Figu e 1 (a) Tex u e map (b) G ayscale Heigh Map. (a) (b) Table 1 Impo an speci ica ions o he GBA Figu e 3 Only a small subse o all he ile alues is s o ed a any one ime using a Pe lin noise unc ion. This is epopula ed as he use mo es abou he e ain. Full map o e ain alues gene a ed using Pe lin Noise Only a subse o all he e ain alues is s o ed a any one ime. (a) (b) (c) Te ain iles a e placed in a andom o de Te ain iles © IJIGS/Uni e si y o Wol e hamp on/EUROSIS o hese e ain ile alues is a e e ence o a pa icula e ain ile. Al hough his g id o e ain s uc u e alues will ha e iny dimensions, i can be hough o as being i ually la ge, as each elemen ep esen s a poin along a la ge map – see Figu e 4. So, o example, a 4 * 4 a ay, wi h a i ual dis ance o 1024 pixels be ween elemen s o he a ay, ep esen s a 4096 * 4096 pixel e ain map. Nex , he e ain s uc u e alues a e used o p ocedu ally de ine he in e media e e ain ile e e ences ha desc ibe he e ain immedia ely su ounding he use . Fi s ly, he a ea wi hin he g id o e ain s uc u e alues ha cu en ly houses he use is loca ed, and he poin s ha de ine he bounda ies o ha a ea a e eco ded. So, aking he example om abo e, i he playe was a poin (1056,3042) on a 4*4 map wi h a i ual dis ance o 1024 pixels be ween each elemen , hen he playe would be loca ed be ween he e ain s uc u e elemen s (1,2), (1,3), (2,2) and (2,3), as de ailed in Figu e 5 below. By linea ly in e pola ing be ween he wo op and he wo bo om bounding alues using he playe ’s ho izon al posi ion, and in e pola ing be ween he esul s o hese ope a ions using he playe ’s e ical posi ion, a alue which ep esen s he ile in which he use esides can be de ined – see Figu e 6. Map o Te ain Tiles T adi ionally, he alue gene a ed by his p ocess would be used in conjunc ion wi h o he gene a ed alues in o de o ep esen a ex u e o na u ally occu ing phenomena p ocedu ally, as in Figu e 7. Howe e , o his implemen a ion, each alue is ac ually a e e ence o a pa icula e ain ile. As he e will be only a limi ed numbe o e ain iles, and he gene a ed alue may exceed he o al numbe o e ain iles, he esul may ha e o be scaled. This can be achie ed using a simple modulus ope a ion. This p ocess is epea ed using he coo dina es su ounding he playe . The numbe o epe i ions equi ed will a y, depending on he size o each indi idual ile and he o e all map size equi ed. This esul s in a empo a y a ay o da a con aining e e ences o he e ain iles ha immedia ely su ound he use . An example o such an a ay is gi en in Figu e 8. Fo cla i y, each sepa a e map is ep esen ed by a di e en shade o g ay. Each colou ep esen s a map simila o ha in Figu e 1(a). Howe e , as can be seen in Figu e 8, h ough he use o his me hod alone, a se ies o dis inc pa e ns can be obse ed in he placemen o e ain iles. Such pa e ns a e exac ly wha Pe lin noise is celeb a ed o . Howe e , in he echnique unde discussion, mo e andomness is desi ed o gene a e uly andom landscapes. This is achie ed ia he use o ano he a ay o andom alues, which is popula ed along wi h he e ain s uc u e g id. The alue acqui ed by he in e pola ion p ocess is used o index in o his andom a ay, allowing o ano he laye o andomness, wi h li le compu a ion o e head. An example o he empo a y a ay o e ain ile alues p oduced using his me hod is gi en in Figu e 9. Again, o cla i y, each sepa a e map is ep esen ed by a di e en shade o g ay. Vi ual dis ance be ween e ain s uc u e alues Bounding Values Random Te ain S uc u e Value Bounding Values Playe Posi ion Vi ual dis ance be ween g id alues 0 Te ain s uc u e alues Figu e 4 A g id o e ain s uc u e alues de ines he o e all layou o he e ain. In e media e alues a e calcula ed p ocedu ally. Figu e 9 No disce nable pa e ns appea when a andom numbe look-up able is u ilised Posi ion o playe wi hin he e ain Te ain iles su ounding he playe . No pa e ns occu wi h usage o andom a ay. Random Te ain S uc u e Value Bounding Values Playe Posi ion Te ain iles su ounding he playe . Dis inc pa e ns can eme ge. Posi ion o playe wi hin he e ain Figu e 8 Only he e ain iles ha immedia ely su ound he playe a e calcula ed. The playe is loca ed a he cen e o hese iles. In e pola ion Poin S ep 1: In e pola e be ween op and bo om alues. S ep 2: In e pola e be ween esul s o S ep 1 abo e. Figu e 6 Resol ing he e ain ile alue based on he playe s posi ion and he calcula ed bounding alues. Playe Posi ion Full map o e ain alues In e media e e ain ile alues a e calcula ed p ocedu ally Figu e 5 Loca ion o a playe ’s posi ion wi hin he e ain s uc u e g id. 1 2 3 Figu e 7 An example o a adi ional ou pu om he Pe lin noise unc ion 1 2 3 © IJIGS/Uni e si y o Wol e hamp on/EUROSIS This empo a y a ay ep esen s only a small subsec ion o he o e all e ain da a. Howe e , his ac is no no iceable o he use , as he empo a y a ay o e ain ile e e ences is epopula ed when he playe eaches a ce ain dis ance om he pe ime e o he map. This a ay is hen used as inpu o he ende ing p ocess. Rende ing P ocess The ende ing p ocess uses a me hod known as ay-cas ing and oxels in o de o d aw he ele an e ain iles o he sc een in a imely ashion (K eege e al. 1998; S einbach e al. 2000). Al hough his me hod has i s limi a ions, such as only wo planes o mo emen , i allows o a pseudo h ee- dimensional e ec on esou ce-limi ed ha dwa e such he GBA, a a s able ame- a e. Figu e 10 de ails sc eensho s o he ende ing applica ion in ac ion on he GBA. Supe imposed on he images is a g id de ining he bounda ies o each e ain ile. Figu e 10 also ein o ces he ela ionship be ween e ain iles, as seen in Figu e 1 (a) and (b), and he empo a y a ay o ile e e ences as seen in Figu e 8 and 9. RESULTS Compu a ion Time As a p elimina y exe cise, he compu a ion ime equi ed o calcula e he empo a y a ay o e ain iles su ounding he playe was eco ded. This is achie ed by using an in-buil ime on he GBA ha is inc emen ed on e e y clock ick. A unning a e age o he amoun o ime in milliseconds aken o popula e he ile map is no ed. In each case, he ile map equi ed was 1024 * 1024 pixels. The es e na iga ed he en i onmen o 60 seconds, and a he end o his ime, he a e age compu a ion ime was eco ded. The esul s o his expe imen a e p esen ed in Table 2. As can be seen om Table 2, he compu a ion ime equi ed is minimal, and can be calcula ed in eal ime on he GBA. As no loa ing-poin a i hme ic is used in he calcula ion o he e ain ile alues, his p ocess is sui able o a wide ange o de ices whe e no ha dwa e suppo o loa ing poin alues is a ailable. To u he demons a e he e iciency o his app oach, he compu a ion ime equi ed o he c ea ion o a comple ely new andom map was also in es iga ed. In each case, andom maps we e gene a ed o 60 seconds, and a unning a e age o he compu a ion ime was eco ded using he in-buil GBA ime s. As his p ocess simply in ol es he egene a ion o he e ain s uc u e g id, he compu a ion ime equi ed is minimal, as de ailed in Table 3. Tile Size Tiles equi ed Time 128 * 128 pixels 8 * 8 iles <1 ms 64 * 64 pixels 16 * 16 iles 10 ms 32 * 32 pixels 32 * 32 iles 67 ms 16 * 16 pixels 64 * 64 iles 165 ms Te ain S uc u e g id dimension Time 4 * 4 g id elemen s 1. 25µs 8 * 8 g id elemen s 3.5µs 12 * 12 g id elemen s 6.625 µs 16 * 16 g id elemen s 16.5µs Memo y Usage The mos c i ical aspec o implemen ing he p oposed echnique in mobile de ices is how i exploi s he a ailable memo y. We he e o e conside memo y usage o be he mos impo an me ic by which o assess ou p oposed app oach. This will be done by pe o ming a compa a i e analysis wi h he adi ional echnique o s o ing a single la ge e ain geome y map and ex u e map. In Table 4 he memo y usage o a adi ional e ain geome y map and ex u e map is analysed. E e y elemen o each map is assumed o be a 16 bi unsigned in ege . As can be seen om Table 4, he s o age o a single andomly gene a ed map u ilises a la ge olume o memo y esou ces. The gene a ion o a small 256 * 256 pixel map equi es app oxima ely 66% o he en i e 384 KB o RAM on a GBA. As he map dimensions double, he memo y equi emen s quad uple. Nex , he s o age cos o he app oach de ailed in his pape was analysed – see Table 5. Resul s a e gi en o he cos o s o ing one hund ed e ain iles bo h in ixed s o age and in RAM. Each ile consis s o a heigh and ex u e map, and e e y elemen o a map is an unsigned 16-bi in ege . The RAM columns display he cos o s o ing he empo a y a ay o e ain ile e e ences ha is p ocedu ally gene a ed. The dimensions o his a ay a y depending on he indi idual e ain ile size. I , o example, a empo a y map o dimensions 1024 * 1024 pixels is equi ed using e ain iles o dimensions 8 * 8 pixels, hen a 128 * 128 empo a y e ain ile e e ence a ay is equi ed. Indi idual Map Size RAM 256 * 256 pixels 256 kb 512 * 512 pixels 1024 kb 1024 * 1024 pixels 4096 kb 2048 * 2048 pixels 16384 kb Figu e 10 (a) The empo a y a ay o ile alues ende ed o he sc een. Each ile is ep esen ed by a sepa a e colou . (b) The associa ed heigh and colou maps ende ed o he sc een. Table 2 The compu a ion ime equi ed o he gene a ion o a 1024 * 1024 pixel map using e ain iles o a ying size. Each alue o he empo a y a ay is a e e ence o a pa icula e ain ile (a) (b) Table 3 The compu a ion ime equi ed o he gene a ion o a new andom map is minimal as he e ain s uc u e g id size is insigni ican . Table 4 Values ep esen ing cos o s o ing ull maps in memo y. © IJIGS/Uni e si y o Wol e hamp on/EUROSIS Table 5 shows ha he amoun o RAM employed by he p oposed app oach is minimal. I he indi idual map dimensions a e inc eased in size by 100%, he amoun o RAM equi ed educes by 75% whe eas he ixed s o age equi emen s inc ease by 400%. Howe e , he cos o s o ing he e ain iles is nominal a smalle sizes, hus making hem sui able o download o e low bandwid h connec ions, such as on a mobile phone ne wo k. Rega dless o he dimensions o he o e all e ain map equi ed, he igu es p esen ed in he RAM columns o Table 5 emain cons an . This is due o he ac ha , as discussed in he Implemen a ion sec ion, only a subse o he o e all e ain map is e e s o ed, ega dless o a ia ion in he dimensions o he o e all e ain map. The e o e, any size map could be po en ially ep esen ed on a esou ce-limi ed de ice such as he Game Boy Ad ance, wi h no implica ions o he o e all memo y equi emen s. CONCLUSIONS In his pape we ha e desc ibed a me hod o ep esen ing he la ge olumes o da a equi ed o s o e a andom e ain on a de ice wi h a limi ed amoun o Random Access Memo y known as he Game Boy Ad ance. By using e ain iles and Pe lin Noise, we ha e shown how his echnique is pa icula ly sui able o de ices wi h limi ed p ocessing powe , as i makes no use o loa ing poin a i hme ic. The e o e, he e ain ile posi ions can be calcula ed easily a un ime. In addi ion, a o ally new andom e ain can be gene a ed apidly, as only he small e ain s uc u e g id needs o be epopula ed. I has also been shown ha a massi e e ain can be ep esen ed using a minimal amoun o bo h ixed and dynamic memo y. The cos equi ed o s o e he necessa y e ain iles can be small, hus making his app oach sui able o de ices wi h limi ed s o age capaci y, and slow download speeds such as mobile elephones. As only a po ion o he o e all e ain is s o ed a any one ime, he olume o memo y used is ixed, ega dless o a ia ion in he dimensions o he o e all e ain. Fu u e wo k will in ol e in es iga ing me hods o seamless blending be ween adjacen e ain iles, so as o p o ide a mo e uni o m isual expe ience o he use . ACKNOWLEDGEMENT This wo k was unded by En e p ise I eland Basic Resea ch G an SC/2002/129/. REFERENCES Dudgeon, J. E. and R. Gopalak ishnan (1996). "F ac al-based modeling o 3D e ain su aces".In B inging Toge he Educa ion, Science and Technology, (Tampa, Flo ida, USA, 11- 14 Ap il 1996), IEEE, 246 - 252. EDGE Magazine (2004). "Mobiles p epa e o 3D e olu ion."In EDGE Magazine Issue 135, Ap il 2004: 7-9. Hol kämpe , T. (2003). "Real- ime gaseous phenomena: a phenomenological app oach o in e ac i e smoke and s eam".In Compu e g aphics, i ual eali y, isualisa ion and in e ac ion in A ica, (Cape Town, Sou h A ica, Feb ua y 03 - 05), ACM P ess, New Yo k, NY, USA, 25 - 30. Kelley, A. D., M. A. Casey and G. M. Nielson (1988). "Te ain simula ion using a model o s eam e osion".In 15 h Annual Con e ence on Compu e g aphics and in e ac i e echniques1988), ACM P ess New Yo k, NY, USA, 263 - 268. K eege , K., I. Bi e , F. Dachille, B. Chen and A. Kau man (1998). "Adap i e pe spec i e ay cas ing".In 1998 IEEE symposium on Volume isualiza ion, (Resea ch T iangle Pa k, No h Ca olina, Uni ed S a es, ACM P ess, New Yo k, NY, USA, 55 - 62. Ma shall, D., A. McCoy, D. Delaney, S. McLoone and T. Wa d (2004). "A Realis ic Dis ibu ed In e ac i e Applica ion Tes bed o S a ic and Dynamic En i y S a e Da a Acquisi ion".In I ish Sys ems and Signals Con e ence, (Bel as , I eland, 30 June - 2 July), IEE, 83-88. Pe lin, K. (2002). "Imp o ing Noise".In 29 h annual con e ence on Compu e g aphics and in e ac i e echniques, (San An onio, Texas, July 23 - 26), ACM P ess New Yo k, NY, USA, 681 - 682. Picko e , C. A. (1995). "Gene a ing ex a e es ial e ain."In Compu e G aphics and Applica ions, IEEE Issue 2, Ma ch 1995: 18 - 21. Rabino ich, B. and C. Go sman (1997). "Visualiza ion o la ge e ains in esou ce-limi ed compu ing en i onmen s".In 8 h con e ence on Visualiza ion '97, (Phoenix, A izona, Uni ed S a es, 19-24 Oc obe ), IEEE Compu e Socie y P ess, Los Alami os, CA, USA, 95 - 102. Ri e n, H., T. Voig , M. Tian and J. Schille (2003). "Expe iences using a dual wi eless echnology in as uc u e o suppo ad-hoc mul iplaye games".In P oceedings o he 2nd wo kshop on Ne wo k and sys em suppo o games, (Redwood Ci y, Cali o nia, May 22 - 23), ACM P ess, New Yo k, NY, USA, 101 - 105. Slay on, J. (2001). Wilbu Te ain Gene a o h p://www. idgec es .ca.us/~jslay on/index.h ml. S einbach, E., B. Gi od, P. Eise and A. Be z (2000). "3-D econs uc ion o eal-wo ld objec s using ex ended oxels".In 2000 In e na ional Con e ence on Image P ocessing, (Vancou e , BC Canada, 10-13 Sep embe 2000), 569 - 572. Ye, A. G. and D. M. Lewis (1999). "P ocedu al ex u e mapping on FPGAs".In 1999 ACM/SIGDA se en h in e na ional symposium on Field p og ammable ga e a ays, (Mon e ey, Cali o nia, Uni ed S a es, Feb ua y 21 - 23), ACM P ess, New Yo k, NY, USA, 112 - 120. Te ain Tile Dimensions Cos o s o e 100 Te ain Tiles RAM 256 * 256 map RAM 512 * 512 map RAM 1024 * 1024 map RAM 2048 * 2048 map 8 * 8 pixels 25 kb 2 kb 8 kb 32 kb 128 kb 16 * 16 pixels 100 kb 0.5 kb 2 kb 8 kb 32 kb 32 * 32 pixels 400 kb 0.125 kb 0.5 kb 2 kb 8 kb 64 * 64 pixels 1600 kb 0.03125 kb 0.125 kb 0.5 kb 2 kb 128 * 128 pixels 6400 kb 0.0078125 kb 0.03125 kb 0.125 kb 0.5 kb Table 5 Values ep esen ing memo y cos o s o ing he e ain iles and he cos o s o ing empo a y ile alue a ay in Random Access Memo y (RAM).