Chap 4' Representation and Modeling landscape specialisation - PowerPoint PPT Presentation

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Chap 4' Representation and Modeling landscape specialisation

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... field landscape. 4-3. Procedural modeling of landscapes - fractals ... Fractal Terrain (4-3) Real Terrain data. Terrain ... Plasma fractal, diamond(or square) ... – PowerPoint PPT presentation

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Title: Chap 4' Representation and Modeling landscape specialisation


1
Chap 4. Representation and Modeling landscape
specialisation
  • 4-1. Intro
  • 4-2. Simple height field landscape
  • 4-3. Procedural modeling of landscapes - fractals
  • 4-4. Terrain LODs triangle bintrees
  • 4-5. Rendering of landscape by ray casting

2
4-1. Intro
  • Feature
  • Very large data
  • Superimposing a height field on a regular grid
    pattern in the xy plane.
  • LOD Problems
  • View dependent LODs
  • Data Type
  • Generally height field based on a uniform grid.
    (MxN)
  • Consideration of landscape models
  • Ease of following

3
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4
4-1. Intro
  • Terrain data Acquisitions
  • Draw the height map (4-2)
  • Fractal Terrain (4-3)
  • Real Terrain data
  • Terrain Rendering Methods
  • TIN ( Triangulated-Irregular-network )
  • Regular Grids
  • ROAM (Real-time Optimally Adapting Meshes )
    Using bintree methods (4-4)
  • Lindstrom Using Quadtree methods
  • Volumetric Representation ( Ray-casting ) (4-5)

5
4-2. Simple height field landscapes
  • Easiest way to generate a height field
  • To paint gray scales to represent height.

6
4-3. Procedural modeling of landscapes - fractals
  • Midpoint displacement methods
  • Simulate uplift phenomenon
  • Plasma fractal, diamond(or square) algorithm
  • 1-D
  • Height Random value from - dHeight/2r to
    dHeight/2r

C
Height
A
A
B
B
A
B
7
  • 2-D
  • Diamond step E(ABCD)/4random(-dHeight/2r
    ,dHeight/2r )
  • Square step L(FEJK)/4random(-dHeight/2r
    ,dHeight/2r )

8
4-4. Terrain LODs Triangle bintree
  • TIN(Triangulated-Irregular Network)

Texture mapped
Underlying triangle mesh
9
Regular Grids Methods
  • ROAM( Real-Time Optimally Adapting Meshes )
  • By Duchaineau Triangle bin tree

10
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11
Split and Merge
Split and Merge Operations on a bintree
triangulation
Forced Splitting of Triangle T
12
  • Vertex morphing ( or Geo-Morphing)
  • Visual pop that occurs when triangles are
    inserted or removed from the mesh
  • Gradual rise or fall of vertexs height from the
    un-split position to its new split position over
    course of several frames.
  • Wm(W(v0)W(v1))/2, WcW(vc) gt Wa(t)(1-t)WmtWc
  • Error Metrics
  • eTmaxe0, e1 z(vc)-(z(v0)z(v1))/2
  • Projected eT in screen space is compared maximum
    projected thickness.

13
  • Methods
  • Find the highest-priority triangle T in the queue
  • Force split T
  • Update the queue by removing T and other split
    triangles
  • Add any new triangles to the queue.

14
4-5. Rendering of landscapes by ray
casting
  • Voxel volume data
  • Textured mapped uniform height fields are similar
    to voxel-based data.
  • Basic algorithm ray casting

15
  • Intersection calculation using ray coherence

16
  • Multi-resolution representation
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