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A proposition of erosion algorithm for terrain models with hardness layer

Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Processes of erosion occurring in natural environment depend on two major factors. The first is the strength of erosion force, e.g. wind, rainfall or water flow. The second is the terrain hardness or its tolerance to erosion forces. In this article we propose a method of modelling terrain erosion process where the force is uniformly distributed over the entire model with local distribution of varying terrain sensitivity. For the simulations we use two-layered terrain model. The first layer contains information about heights distribution (height-field) and simulate topography of the terrain. The second layer stores data defining its hardness (hardness-field) that represents different geological structures in the terrain.
Rocznik
Strony
76--84
Opis fizyczny
Bibliogr. 23 poz., rys.
Twórcy
  • Faculty of Electrical Engineering, Computer Science and Telecommunications, University of Zielona Góra, Poland
autor
  • Faculty of Economics and Management, University of Zielona Góra, Poland
Bibliografia
  • [1] Yokoya, N., Yamamoto, K., Funakubo, N.: Fractal-based analysis and interpolation of 3D natural surface shapes and their application to terrain modeling. Computer Vision, Graphics, and Image Processing, 46(3), p. 284–302, 1982.
  • [2] Barnsley, M. F.: Fractals Everywhere. Academic Press, Boston, USA, 1993.
  • [3] Crilly, A. J., Earnshaw, R. A., Jones, H.: Applications of Fractals and Chaos. Springer-Verlag, 1993.
  • [4] Mandelbrot, B. B.: The fractal geometry of nature. H.W. Freeman and Co., San Francisco, USA, 2nd edition, 1982. ISBN 0-7167-1186-9.
  • [5] Fournier, A., Fussell, D., Carpenter, L.: Computer rendering of stochastic models. Communications of the ACM, 25(6), pp. 371–384, 1982. ISSN 0001-0782.
  • [6] Peitgen, H.-O., Saupe, D.: The Science of Fractal Images. Springer-Verlag, New York, USA, 1988. ISBN 0-387-96608-0.
  • [7] Musgrave, F. K., Kolb, C. E., Mace, R. S.: The synthesis and rendering of eroded fractal terrains. In: 16th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’89), pp. 41–50. Boston, USA, 1989. ISBN 0-89791-312-4.
  • [8] Dixon, A. R.: The Synthesis of Fractal Terrain and its Application to Flight and Space Simulation. Phd thesis, University of Hull, Hull, England, 1994.
  • [9] Dixon, A. R., Kirby, G. H., Wills, D. M. P.: Artificial Planets with Fractal Feature Specification. The Visual Computer, 15(3), pp. 219–228, 1999.
  • [10] Foster, N., Fedkiw, R.: Practical animation of liquids. In: 28th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’01), pp. 23–30. Los Angeles, USA, 2001. ISBN 1-58113-374-X.
  • [11] 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, 12(5), pp. 80–87, 2006.
  • [12] Nagashima, K.: Computer generation of eroded valley and mountain terrains. The Visual Computer, 13, pp. 456–464, 1997.
  • [13] Miller, G. S. P.: The definition and rendering of terrain maps. Computer Graphics, 20(4), pp. 39–48, 1986.
  • [14] Teoh, S.: River and coastal action in automatic terrain generation. In: International Conference on Computer Graphics and Virtual Reality, pp. 3–9. Las Vegas, USA, 2008.
  • [15] Reeves, W. T.: Particle Systems – A technique for modelling a class of fuzzy objects. In: 10th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’83), pp.359–375. Detroit, USA, 1983. ISBN 0-89791-109-1.
  • [16] Sims, K.: Particle animation and rendering using data parallel computation. In: 17th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’90), pp. 405–413. Dallas, USA, 1990. ISBN 0-89791-344-2.
  • [17] Benes, B., Roa, T.: Simulating Desert Scenery. In: 12th International Conferences in Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG ’04), pp. 17–22. Plzen–Bory, Czech Republic, 2004. ISBN 80-903100-5-2.
  • [18] Benes, B.: Real-Time Erosion Using Shallow Water Simulation. In: 4th Workshop in Virtual Reality Interactions and Physical Simulation (VRIPHYS ’07), pp. 43–50. Dublin, Ireland, 2007.
  • [19] Kristof, P., Benes, B., Krivanek, J., Stava, O.: Hydraulic Erosion Using Smoothed Particle Hydrodynamics. Computer Graphics Forum, 28(2), pp. 219–228, 2009.
  • [20] Benes, B., Forsbach, R.: Layered data representation for visual simulation of terrain erosion. In: 17th Spring Conference on Computer Graphics (SCCG ’01), pp. 80–85. Budmerice, Slovakia, 2001. ISBN 0-7695-1215-1.
  • [21] Benes, B., Forsbach, R.: Visual Simulation of Hydraulic Erosion. In: 10th International [1] Yokoya, N., Yamamoto, K., Funakubo, N.: Fractal-based analysis and interpolation of 3D natural surface shapes and their application to terrain modeling. Computer Vision, Graphics, and Image Processing, 46(3), p. 284–302, 1982.
  • [22] Warszawski, K.: Ground from smoke: Using particle systems for Terrain Modeling in C#. Game Developer Magazine, 16(3), pp. 15–21, 2009.
  • [23] Warszawski, K., Nikiel, S., Zawadzki, T.: Hardness data synthesis for height-field based landscape models. In: 18th Surface models for geosciences (GIS ’12), pp. 275–284. Ostrava, Czech Republic, 2012. ISBN 978-80-248-2667-7.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-b788abbc-818c-4d8b-bf00-87180de0ed99
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