US 12,456,254 B2
Terrain generation and population system
Han Liu, San Francisco, CA (US); Mohsen Sardari, Redwood City, CA (US); Harold Henry Chaput, Belmont, CA (US); Navid Aghdaie, San Jose, CA (US); and Kazi Atif-Uz Zaman, Foster City, CA (US)
Assigned to Electronic Arts Inc., Redwood City, CA (US)
Filed by Electronic Arts Inc., Redwood City, CA (US)
Filed on Jan. 29, 2024, as Appl. No. 18/426,105.
Application 18/426,105 is a continuation of application No. 16/521,492, filed on Jul. 24, 2019, granted, now 11,887,253.
Prior Publication US 2024/0249472 A1, Jul. 25, 2024
Int. Cl. G06T 17/05 (2011.01); A63F 13/52 (2014.01); A63F 13/80 (2014.01); G06T 19/00 (2011.01)
CPC G06T 17/05 (2013.01) [A63F 13/52 (2014.09); A63F 13/80 (2014.09); G06T 19/006 (2013.01); A63F 2300/64 (2013.01); A63F 2300/66 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A computer-implemented method for generating game terrain data of a virtual environment of a video game application, wherein the method is performed by one or more hardware processors configured with computer executable instructions that configure the one or more processors to perform the method comprising:
receiving first height field data of a first real-world geographical location and a first top view image of the first real-world geographical location, wherein the first height field data comprises elevation data of real-world terrain within the first real-world geographical location;
segmenting the first top view image into categories of terrain based at least in part on an analysis of the first top view image and the first height field data, resulting in a segmented image;
applying image masks to each category of terrain within the segmented image;
receiving three-dimensional (3D) virtual terrain corresponding to first real-world geographical location;
generating 3D virtual objects that correspond to the categories of terrain within the segmented image;
placing the 3D virtual objects in the 3D virtual terrain based at least in part on the segmented image; and
generating instructions to output at least a portion of the 3D virtual terrain for display.