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Terrain Modeling Prasanna 8162002

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Would help the agent to either move over it or execute an algorithm for avoiding it. ... ALGORITHMS. Based on HEIGHT-FIELDS. Height Fields: ... – PowerPoint PPT presentation

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Title: Terrain Modeling Prasanna 8162002


1
Terrain Modeling-Prasanna 8/16/2002
  • Terrain Information
  • Terrain Generation- Algorithm/Data Struc.
  • Terrain Traversal
  • V-Lab Terrain Model

2
Terrain Information
  • Terrain Information can be modeled using the
    following Terrain Attributes
  • Surface Area
  • Obstacles

3
Surface Area
  • The entire dimension of the environment where
    obstacles and other sources of information for
    simulation are provided. Divided into Grid.
  • Inputs
  • Total Dimension of the area.
  • Elevation of Surface from 0 Level.
  • Position of elevation (x,y,z).
  • Height of Elevation (/-)

4
Surface Area...
  • Area of Elevation
  • Surface Information(Rough/Slippery)
  • Position of surface information(x,y,z).
  • Dimension of this surface information.
  • Color Information.
  • (Blue water, Green Grass)

5
Obstacles
  • Obstacles may be placed at any (x,y,z) position
    on the surface. User would specify type, width,
    height, and/or other related information of the
    object (like radius,mass).

6
obstacles
  • Input Position of the obstacle.
  • Type of Obstacle (Rectangular, Spherical,
    Random )
  • Length, Breadth, Height, Mass (if reactangular)
  • Radius and Mass (If Spherical)
  • Surface of Obstacle (Hard, Soft, Rough)
  • Output Generate a Category depending on 'type
    of obstacle'. (Large, Medium, Small). Would help
    the agent to either move over it or execute an
    algorithm for avoiding it.

7
Terrain Generation
  • DATA STRUCTURES
  • Triangular Irregular Networks(TIN)
  • Square Grid (Raster)
  • Choosing
  • To describe every shape? - Triangular N/w
  • Memory Requirements? - Square grid N/w

8
Data Struc.
  • TIN
  • Don't Create regular geometric pattern.
  • Points are distributed more dense where bigger
    accuracy is needed.
  • Any terrain feature can be described.
  • Modifications are not simple

9
Data Struc.
  • Square Grid
  • - Store data Efficiently in 2D Array.
  • - Modification is very trivial.
  • - Memory used is less.
  • - Not possible to define all terrain features.
  • - Good for Collision detection, when No
    Accuracy is needed application like image
    synthesis.

10
ALGORITHMS
  • Based on HEIGHT-FIELDS
  • Height Fields
  • Two Dimensional Array holding Height Values(Z) at
    each (X,Y) poistion.

11
Algorithms
  • Hill Algorithm
  • 1) Choose a random point X1,Y1 and radius R
  • 2) Formula generates a parabola at X1 Y1. More
    the R, greater is height.
  • 3) Generate the height(Z) using equation
  • Z2 R2 - ((X2-X1)2 (Y2-Y1)2).
  • 4) Repeat for several iteration to obtain
    multiple hills.

12
Algorithms
  • Fault Algorithm
  • Divide the Surface into two parts by randomly
    drwaing a line.
  • Elevate one side of the line by height H.
  • And decrease the height of the other side of line
    by -H.
  • Repeat this until we get valleys and mountians.

13
Algorithms
  • Subdivision Algorithms
  • Diamond Square Algorithm (Mid Point
    Displacement/Plasma Algorithm)
  • Consists of Two steps Diamond Step and Square
    Step.
  • Very inexpensive compared to Fault Algorithm.
  • 10 Iterations yeilds 1024 x 1024 grid points.

14
Diamond-Square Algo.
  • E (ABCD) / 4 RAND(d)

15
  • Can have roughness parameter for this.
  • How much do we perturb(choose rand(d)) the grid?
    The answer is that we start out with a roughness
    coefficient 0.0 lt roughness lt 1.0
  • At iteration n of our Diamond-Square algorithm we
    add a random perturbation to the grid
    -roughnessn lt perturbation lt roughnessn.

16
Terrain Traversal
  • The Terrain traversal for an agent would be using
    some techniques such as Fuzzy-Logic.(Proposed by
    Ed Tunstel)

steep
Flat
slopped
Rocky
smooth
Rough
Roughness parameter
Slope parameter
17
VLAB Terrain Model
  • Users are allowed to create thier own Terrain
    depending on type of application
    (Robotics,BioMedical,Etc.). - Set of APIs. -
    createTerrain( area, ..), placeObstacle(
    x,y,z.)
  • The terrain is then modelled using Java 3D or
    similar graphics package(rendering).
  • Given a Position (X,Y,Z) sent from SimMan, a
    Terrain Model should return back
  • - Height (elevation/Descent) from ground (0)
    level.
  • - Obstacle Yes/NO Boolean Value
  • - If YES, Large/Medium/Small ?
  • - Roughness parameter of the surface at that
    position.
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