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Efficient Terrain Triangulation and Modification Algorithms for Game Applications

机译:游戏应用的有效地形三角剖分和修改算法

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An efficient terrain generation algorithm is developed, based on constrained conforming Delaunay triangulation. The density of triangulation in different regions of a terrain is determined by its flatness, as seen from a height map, and a control map. Tracks and other objects found in a game world can be applied over the terrain using the “stenciling” and “stitching” algorithms. Using user controlled parameters, varying levels of detail can be preserved when applying these objects over the terrain as well. The algorithms have been incorporated into 3dsMax as plugins, and the experimental results demonstrate the usefulness and efficiency of the developed algorithms.
机译:基于约束一致的Delaunay三角剖分,开发了一种有效的地形生成算法。从高度图和控制图可以看出,地形不同区域中三角剖分的密度取决于其平坦度。可以使用“模板”和“拼接”算法在游戏世界中找到轨迹和其他对象。使用用户控制的参数,在将这些对象应用于地形时,也可以保留不同级别的细节。该算法已作为插件集成到3dsMax中,实验结果证明了所开发算法的有用性和效率。

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