作者
Juraj Vanek, Bedrich Benes, Adam Herout, Ondrej Stava
发表日期
2011/7/21
期刊
IEEE computer graphics and applications
卷号
31
期号
6
页码范围
35-44
出版商
IEEE
简介
Physics-based approaches could simplify terrain modeling by increasing its realism. However, most simulations provide only a low level of user control because they fail on large-scale phenomena or focus only on the modeling of limited effects. A new physics-based system for digital terrain editing is suitable for digital-content authors such as game designers, artists, and 3D modelers. It doesn't assume in-depth knowledge about physics-based simulations. Users can load large terrains from external sources, generate them procedurally, or create them manually, and they can edit them at interactive frame rates on a GPU. To allow large-scale editing, the system divides terrain into tiles of different resolutions according to the terrain's complexity, and it stores each tile as a mip-map texture. In addition, the physics-based simulation uses different levels of detail, depending on the terrain-change dynamics. Compared to …
引用总数
20122013201420152016201720182019202020212022202320241545663643444
学术搜索中的文章
J Vanek, B Benes, A Herout, O Stava - IEEE computer graphics and applications, 2011