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RESOURCE MANAGEMENT FOR RULE-BASED PROCEDURAL TERRAIN GENERATION

机译:基于规则的过程地形生成的资源管理

摘要

Disclosed are systems and methods for rule-based procedural generation of terrain in real time for a virtual world. By describing the terrain with rules rather than storing the actual geometry data, a drastic savings in terms of memory and disk space is achieved by generating terrain procedurally on the fly in real time when it is necessary. Using the terrain editor tool, the terrain system allows defining and modifying the terrain height, color, shaders, textures, flora, and environment, for example. Additionally, generating the terrain procedurally allows for almost limitless detail by changing the parameters used to create the terrain geometry. These rules can also be added and removed dynamically, leading to terrain modification in real time. In addition, resources are managed for the terrain generation system, such as allocating memory for areas of virtual terrain; associating a priority level to each virtual terrain for memory management; and deallocating memory of the virtual terrain based at least in part on the priority levels of the areas of virtual terrain.
机译:公开了用于针对虚拟世界实时地基于规则的地形程序生成的系统和方法。通过使用规则而不是存储实际的几何数据来描述地形,可以在必要时通过实时动态地以程序方式生成地形,从而在内存和磁盘空间方面实现了大幅节省。例如,使用地形编辑器工具,地形系统可以定义和修改地形高度,颜色,着色器,纹理,植物区系和环境。此外,通过更改用于创建地形几何的参数,以程序方式生成地形几乎可以包含无限的细节。还可以动态添加和删除这些规则,从而实时修改地形。另外,为地形生成系统管理资源,例如为虚拟地形区域分配内存;将优先级与每个虚拟地形相关联以进行内存管理;至少部分地基于虚拟地形区域的优先级来分配虚拟地形的存储器。

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