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Abstrakty
Automated techniques of landscape modeling is an important part of environments in Virtual Reality systems. A method is proposed that applies particle systems to modify height-field based landscapes with erosion process. Construction of particle systems is discussed, along with its main attributes and influence on the final product of the modeling process. The key data structure for the modeled landscape is a typical height-field and hardness map, both are based on a two dimensional arrays. Each cell of height-field represents the altitude at a coordination point defined by rows and columns of this array and cells in hardness map represents this point susceptibility for erosion process. This kind of data structures enables fast and simple implementation of terrain deformation and erosion. The proposed method is not intended to simulate a physical erosion process but it focuses on its results for exploitation in virtual environments in real-time visualizations.
Czasopismo
Rocznik
Tom
Strony
195--200
Opis fizyczny
Bibliogr. 19 poz., rys.
Twórcy
autor
- Uniwersytet Zielonogórski, Wydział Elektrotechniki, Informatyki i Telekomunikacji
Bibliografia
- [1] Benes B., Forsbach R. Layered data representation for visual simulation of terrain erosion, In proceedings of the 17th Spring Conference on Computer Graphics (SCCG), Budmerice, Słowacja, 2001, s. 80-86
- [2] Bonk C.J., Dennen V.P. Massive multiplayer online gaming: a research framework for military training and education, Technical report for Office of the Under Secretary of Defense for Personnel and Readiness, USA, marzec 2005
- [3] Chae D.J., Park J.H. An active model of water movement by activity based method for simulation of the virtual environment, International Journal of Information Technology, 2006, tom 12, nr 5, s. 80-89
- [4] Foster N., Fedkiw R. Practical animation of liquids, In proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Los Angeles, USA, 2001, s. 23-30
- [5] Fournier A., Fussell D., Carpenter L. Computer rendering of stochastic models, Communications of the ACM, 1982, tom 25, nr 6, s. 371-384
- [6] Koh E-K, Hearn D.D. Fast generation and surface structuring methods for terrain and other natural phenomena, Computer Graphics Forum, tom 11, nr. 3, 1992, s. 169-180
- [7] Kolb A., Latta L., Rezk-Salama C. Hardware-based simulation and collision detection for large particle systems, In proceedings of the Eurographics / ACM SIGGRAPH Graphics Hardware Workshop, Grenoble, Francja, 2004, s. 123-131
- [8] Mandelbrot, B.B. Fractal landscapes without creases and with rivers, The Science of Fractal Images, Nowy Jork, Springer-Verlag, 1988, s. 243-260
- [9] Musgrave F.K., Kolb C.E., Mace R.S. The synthesis and rendering of eroded fractal terrains, In proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Boston, USA, 1989, s. 41-50
- [10] Nagashima K. Computer generation of eroded valley and mountain terrains, The Visual Computer, 1997, tom 13, nr 9-10, s. 456-464
- [11] Reeves W.T. Particle Systems - A technique for modelling a class of fuzzy objects, In proceedings of the 10th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Detroit, USA, 1983, s. 359-375
- [12] Reeves W.T., Blau R. Approximate and probabilistic algorithms for shading and rendering structured particle systems, In proceedings of the 12th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), San Francisco, USA, 1985, s. 313-322
- [13] Sims, K. Particle animation and rendering using data parallel computation, In proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Dallas, USA, 1990, s. 405-413
- [14] Stam J. Stable fluids, In proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Los Angeles, USA, 1999, s. 121-128.
- [15] Stone R.J. Haptic feedback: A brief history from telepresence to virtual reality, In proceedings of the 1st International Workshop on Haptic Human-Computer Interaction, Glasgow, Anglia, 2000, s. 1-7
- [16] Warszawski K., Nikiel S. A proposition of particle system-based technique for automated terrain surface modeling, In proceedings of the 5th International North American Conference on Intelligent Games and Simulation (Game On-NA), Atlanta, USA, 2009, s. 17-19
- [17] Warszawski K. Ground from smoke: Using particle systems for terrain modeling in C#, Game Developer Magazine, USA, 2009, tom 16, nr 3, s. 15-21
- [18] Warszawski K., Zawadzki T. Wstęp do komputerowego generowania koryta rzeki z wykorzystaniem systemu cząstek na potrzeby modelowania wirtualnego środowiska”, Pomiary, Automatyka, Kontrola, 2009, nr 7, s. 464-466
- [19] Zawadzki T., Warszawski K. Virtual reconstruction Zielona Góra old town using VRML, In proceedings of the 7th International PhD Student's Workshop Control and Information Technology (IWCIT), Gliwice, Polska, 2008, s. 227-232
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BPS3-0016-0098