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Automatic generation, texturing and population of a reflective real-time urban environment

机译:自动生成,构造和填充反射性实时城市环境

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摘要

In this paper a novel technique is presented for representing a building facade's visual appearance in a large virtual urban environment. A fully automatic modelling system is utilised, capable of generating both the terrain and buildings for a 500 m × 500 m urban environment composed of over 120K triangles. Applying the procedural texture generation approach permits the realisation of a large variation in the building facade's appearance, whilst remaining within the time constraints of an interactive simulation. The approach is efficient in terms of its memory usage and exploits the recent advances in graphics hardware. By procedurally generating the wall textures, the technique opens the possibility for interaction between various elements of a virtual environment, such as its inhabitants. This is evident in the rendering engine developed, which brings reflections of both the static geometry and the dynamic virtual humans for all window panes into the real-time domain. Height and navigation maps are automatically created, allowing the virtual humans to be automatically populated within the scene. From a dynamic human model cached animations and static billboard impostors are created efficiently on load, allowing for complete model flexibility.
机译:在本文中,提出了一种新颖的技术来代表大型虚拟城市环境中建筑物立面的视觉外观。利用了一个全自动建模系统,该系统能够为500 m×500 m的城市环境(由超过12万个三角形组成)生成地形和建筑物。应用过程纹理生成方法可以实现建筑物立面外观的巨大变化,同时又保持在交互式模拟的时间限制内。该方法在内存使用方面非常有效,并利用了图形硬件的最新进展。通过以程序方式生成墙壁纹理,该技术为虚拟环境的各种元素(例如居民)之间的交互作用提供了可能性。这在开发的渲染引擎中很明显,该引擎将所有窗格的静态几何图形和动态虚拟人的反射都带入实时域。自动创建高度和导航图,从而可以在场景中自动填充虚拟人。通过动态人体模型,可以在加载时高效地创建缓存的动画和静态广告牌冒名顶替者,从而实现完整的模型灵活性。

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