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A Method of the Dynamic Generation of an Infinite Terrain in a Virtual 3D Space

机译:在虚拟3D空间中动态生成无限地形的方法

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The paper presents a method of generating infinite environment including various ecosystems specified by the user. The ecosystems in virtual worlds might be generated with different set of textures and by using different formulas to generate shape of the landscape which after all will blend smoothly between each other. This includes intelligent spreading of flora and fauna along the areas, and other area-specific stuff. Rendering a large terrain in real-time strictly imposes a lot of algorithms for optimizations to obtain the highest frame per second rate possible. Therefore, it is obligatory to simplify hardly visible elements to reduce complexity of the scene. This results in creating a patched terrain where each patch can be parameterizable to lower its quality. In the method presented in the paper patches will be generated on the CPU side in a separate thread to eliminate stuttering during calculations and then final data will be sent to GPU. Calculating the patches on CPU creates an opportunity to edit them to provide more details if needed.
机译:本文提出了一种生成无限环境的方法,该环境包括用户指定的各种生态系统。虚拟世界中的生态系统可能具有不同的纹理集,并且可以通过使用不同的公式生成景观形状,这些景观最终会彼此平滑融合。这包括沿该地区的动植物群以及其他特定地区的东西进行智能传播。实时渲染大地形会严格执行许多算法,以进行优化以获得可能的最高每秒帧数。因此,必须简化几乎不可见的元素以降低场景的复杂性。这导致创建了一个补丁地形,其中每个补丁都可以参数化以降低其质量。在本文提出的方法中,修补程序将在CPU侧上的单独线程中生成,以消除计算过程中的卡顿现象,然后将最终数据发送到GPU。计算CPU上的修补程序可提供编辑它们的机会,以便在需要时提供更多详细信息。

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