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.
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