首页> 外文会议>Asian Conference on Intelligent Information and Database Systems >A Method of the Dynamic Generation of an Infinite Terrain in a Virtual 3D Space
【24h】

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

机译:虚拟3D空间中无限地形的动态生成方法

获取原文

摘要

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:本文介绍了一种生成无限环境的方法,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是用不同的纹理生成的,并且通过使用不同的公式来生成景观的形状,这在彼此之间都会平滑地混合。这包括沿着地区和其他特定地区的植物和动物群的智能传播。实时渲染大型地形严格施加了许多算法,以获得每秒速率的最高帧。因此,简化了几乎不可见的元素以降低场景的复杂性是强制性的。这导致创建修补的地形,其中每个修补程序可以参数化以降低其质量。在纸质贴片中呈现的方法,将在CPU侧在单独的线程中生成,以在计算期间消除口吃,然后将发送到GPU。计算CPU上的补丁创建机会,以便在需要时编辑它们以提供更多详细信息。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号