

Generate voxelized building, structure, and tree models from Collada 3D models, then place onto terrain.(Planned) Generate 2D splines from OpenStreetMap data, correct shadows and overlaps over streets in orthoimagery.This phase is reasonably well-suited to parallelization. Weld tiles into regions, 512 meter x 512 meter vertical slices of the terrain, each of which is stored in a single file (second half of BuildRegion phase).This phase is well-suited to parallelization.

Generate Minecraft tiles (16 meter x 16 meter vertical slices of the terrain) from the terrain data (first half of BuildRegion phase).Layers are elevation, landcover, core depth, bathyspheric depth, terrain red channel, terrain green channel, terrain blue channel, and terrain IR channel (PrepRegion phase) Warp and combine data into one large 8-layer GeoTIFF image.Determine what areas of real-world terrain data need to be fetched, download the relevant elevation, landcover, and orthoimagery data, and stitch together pieces as necessary (GetRegion phase).

SparseWorld requires several steps to convert a region of the real world into a Minecraft world, some of which can be parallelized, and some of which have unavoidable dependencies: Street correction: (planned) OpenStreetMap (OSM).Building models: (planned) Google Earth.Orthoimagery (satellite imagery): USGS EROS service.It uses proof-of-concept conversion scripts written in Python to combine these datasets to first generate realistic terrain, then convert buildings and structures and place them onto the terrain: SparseWorld draws on a combination of datasets to build worlds. SparseWorld is a proof-of-concept project to harness distributed computing and large datasets to build expansive, recognizable game worlds with minimal human effort. We believe that data exists to machine-generate accurate game worlds from real-world locations. Although some procedurally-generated worlds are used in games like Minecraft, such worlds are valued mostly as a "blank canvas" for sandbox-type games.

Computers have the memory and CPU horsepower to drive more expansive, immersive worlds, but the human effort necessary to build game worlds has only grown as graphical realism increases. These resources have largely been used to improve the graphical realism and fidelity of the games, as well as to drive improvements in "artificial intelligence" for non-player characters. SparseWorld: Building Real-World Cities in MinecraftĪs the computing power of personal computers rapidly expands, games have increasing resources available.
