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Feature-rich distance-based terrain synthesis

机译:丰富的基于距离的地形合成

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This paper describes a novel terrain synthesis method based on distances in a weighted graph. A height field is determined by least-cost paths in a weighted graph from a set of generator nodes. The shapes of individual terrain features, such as mountains, hills, and craters, are specified by a monotonically decreasing profile describing the cross-sectional shape of a feature. The locations of features in the terrain are specified by placing the generators; secondary ridges are placed by pathing. We show the method to be robust and easy to control, even making it possible to embed images in terrain shadows. The method can produce a wide range of realistic synthetic terrains such as mountain ranges, craters, cinder cones, and hills. The ability to manually place terrain features that incorporate multiple profiles produces heterogeneous terrains that compare favorably to existing methods.
机译:本文介绍了一种基于加权图中距离的新颖地形合成方法。高度场由来自一组生成器节点的加权图中的最小成本路径确定。单个地形特征(如山脉,丘陵和火山口)的形状由描述特征横截面形状的单调递减轮廓指定。通过放置生成器来指定地形中要素的位置;次要脊是通过路径放置的。我们证明了该方法是鲁棒的并且易于控制,甚至可以将图像嵌入地形阴影中。该方法可以产生各种现实的合成地形,例如山脉,火山口,煤渣锥和丘陵。手动放置包含多个轮廓的地形特征的能力产生了与现有方法相比具有优势的异构地形。

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