首页> 外文期刊>Granular matter >The spherical primitive and perlin noise method to recreate realistic aggregate shapes
【24h】

The spherical primitive and perlin noise method to recreate realistic aggregate shapes

机译:以重建现实聚集体形状的球形原始和佩林噪声方法

获取原文
获取原文并翻译 | 示例
       

摘要

An algorithm to re-create virtual aggregates with realistic shapes is presented in this paper. The algorithm has been implemented in the Unity 3D platform. The idea is to re-create realistically the virtual coarse and crushed aggregates that are normally used as a material for the construction of roads. This method consists of two major procedures: (i) to combine a spherical density function with a noise matrix based on the Perlin noise to obtain shapes of appropriate angularity and, (ii) deform the shapes until their minor ferret, aspect ratio and, thickness are equivalent to those wanted. The efficiency of the algorithm has been tested by reproducing nine types of aggregates from different sources. The results obtained indicate that the method proposed can be used to realistically re-create in 3D coarse aggregates.
机译:本文提出了一种用逼真的形状重新创建虚拟聚合的算法。 该算法已在Unity 3D平台中实现。 该想法是重新创造逼真地,虚拟粗糙和压碎的聚集体通常用作道路建造的材料。 该方法包括两个主要程序:(i)基于佩林噪声将球形密度函数与噪声矩阵相结合,以获得适当的角度的形状,(ii)在其轻微的雪貂,纵横比和,厚度方面变形。 相当于想要的那些。 通过从不同来源再现九种聚集体来测试算法的效率。 获得的结果表明,所提出的方法可用于在3D粗聚集体中进行现实地重新创建。

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