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Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU

机译:在GPU上使用自适应磁贴进行基于物理的大规模地形编辑

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Physics-based approaches could simplify terrain modeling by increasing its realism. However, most simulations provide only a low level of user control because they fail on large-scale phenomena or focus only on the modeling of limited effects. A new physics-based system for digital terrain editing is suitable for digital-content authors such as game designers, artists, and 3D modelers. It doesn't assume in-depth knowledge about physics-based simulations. Users can load large terrains from external sources, generate them procedurally, or create them manually, and they can edit them at interactive frame rates on a GPU. To allow large-scale editing, the system divides terrain into tiles of different resolutions according to the terrain's complexity, and it stores each tile as a mip-map texture. In addition, the physics-based simulation uses different levels of detail, depending on the terrain-change dynamics. Compared to nonadaptive computation, this approach can achieve 50 percent speedup and use 25 percent less memory. The Web extra is a video that shows how physics-based approaches to modeling can process terrain sizes larger than what was previously possible.
机译:基于物理的方法可以通过增加其真实性来简化地形建模。但是,大多数模拟只能提供较低级别的用户控制,因为它们无法处理大规模现象或仅关注有限效果的建模。一种新的基于物理的,用于数字地形编辑的系统适合诸如游戏设计师,美术师和3D建模者等数字内容作者。它不假设您对基于物理的模拟有深入的了解。用户可以从外部来源加载大地形,通过程序生成它们或手动创建它们,并且可以在GPU上以交互式帧速率对其进行编辑。为了进行大规模编辑,系统会根据地形的复杂性将地形分为不同分辨率的图块,并将每个图块存储为mip-map纹理。此外,基于物理的模拟会根据地形变化动态使用不同级别的细节。与非自适应计算相比,此方法可实现50%的加速,并减少25%的内存。 Web Extra是一个视频,展示了基于物理的建模方法如何处理比以前更大的地形尺寸。

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