TL;DR: A novel method for dynamic terrain in battlefield and an efficient plan to simulate crater in the battle are presented and the implementation results prove that the method and the algorithm are feasible and efficient.
Abstract: In this paper, we present a novel method for dynamic terrain in battlefield and an efficient plan to simulate crater in the battle. We explore a few methods for dynamic terrain surface, and analyze the different recent algorithms for representation and visualization of multiresolution static terrain, then select ROAM (Real-Time Optimally Adapting Meshes) as our basis to be improved and to be applicable in dynamic terrain projects. We further select half-ellipsoid model in the explosion theory as the physical based model of crater, and provide a procedural texture generation algorithm for crater, then give a hybrid multiresolution algorithm for dynamic terrain. At last the implementation results prove that the method and the algorithm are feasible and efficient.
TL;DR: In this article, a method of procedural geometry based on the terrain tile quad-tree and the patch-LOD algorithm is introduced, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented.
Abstract: The navigation and rendering of very large-scale terrain are facing a difficult problem that the geometry data and texture data cannot be used directly due to the storage space, computation capacity, and I/O bandwidth. To provide more realistic detail of terrain scene, procedural detail is a good solution. Firstly, this paper introduces a method of procedural geometry based on the terrain tile quad-tree and the Patch-LOD algorithm. Then, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented. Finally, the experimental system based on these above ideas and methods has been implemented. The experimental results show that these methods are effective and are appropriate to the development of 3D games and battlefield applications.
TL;DR: This paper presents an extension to an existing, GPU-friendly procedural texturing model, such that it can be fitted semiautomatically to real-world data, and shows results of the method applied to a comparatively little cultivated region in Central Asia.
Abstract: Surface textures of high resolution and quality, either acquired from aerial or satellite imagery or computed using procedural models, are crucial for photorealistic terrain rendering. Procedural models provide a compact representation and can be evaluated at run-time. In this paper we present an extension to an existing, GPU-friendly procedural texturing model, such that it can be fitted semiautomatically to real-world data. In order to increase realism and to account for geographic conditions, we also include temperature, solar radiation and rainfall distributions ‐ simulated or modeled using measured data from gaging stations ‐ into the reproduction process. The original surface texture is no longer required for rendering: instead a new texture of arbitrary resolution is synthesized at runtime. In addition to the compact procedural model we store elevation data, anyway required for the terrain rendering, and low-resolution geographic data. We show results of our method applied to a comparatively little cultivated region in Central Asia.
TL;DR: In this article, a method of generating procedural textures for a plurality of natural phenomena, and an apparatus to perform the method, is described, which includes inputting a set of common parameters required to represent the plurality of NPs, and inputting specific parameters required for representing physical properties of at least one NPH, and determining which procedural texture is to be generated according to the common parameters.
Abstract: A method of generating procedural textures for a plurality of natural phenomena, and an apparatus to perform the method, the method including inputting a set of common parameters required to represent the plurality of natural phenomena; inputting a set of specific parameters required to represent physical properties of at least one of the natural phenomena; generating a noise value using the common parameters and the specific parameters; determining which procedural texture is to be generated according to the common parameters; and generating the procedural texture according to the determination results using the noise value, the common parameters, and the specific parameters.
TL;DR: The midpoint displacement method to generate the heightmap of terrain is proposed, and the procedural texture method based on height value is given to create the texture map of terrain.
Abstract: This paper proposes the midpoint displacement method to generate the heightmap of terrain,and gives the procedural texture method based on height value to create the texture map of terrain.The terrain being created by this method can be used in simulation system and games.Firstly,this paper shows the related work,then show the midpoint displacement method and the procedural texture method based on height value.At last,this paper gives the implements.
TL;DR: In this article, the authors presented a novel method for dynamic terrain in battlefield and an efficient plan to simulate crater in the battle, and provided a procedural texture generation algorithm for crater.
Abstract: In this paper, we present a novel method for dynamic terrain in battlefield and an efficient plan to simulate crater in the battle. We explore a few methods for dynamic terrain surface, and analyze the different recent algorithms for representation and visualization of multiresolution static terrain, then select ROAM (Real-Time Optimally Adapting Meshes) as our basis to be improved and to be applicable in dynamic terrain projects. We further select half-ellipsoid model in the explosion theory as the physical based model of crater, and provide a procedural texture generation algorithm for crater, then give a hybrid multiresolution algorithm for dynamic terrain. At last the implementation results prove that the method and the algorithm are feasible and efficient.
TL;DR: Third dimension of very good graphics synthesizing system, math model was adopted to account making texture defining method and succeedly simulates wood marble cloud blaze and flagstone and so on.
Abstract: The method was discussed that used procedural texture sculpt of technic to simulate nature object by wood example.Then correlation math model was given to produce simulation arithmetic.Now there are two basic methods to construct three-dimensional tex-ture in common use:high frequency-based digital sampling texture and math model to produce simulation arithmetic.High frequency-based digital sampling texture needs three-dimensional array to sustain.It needs to impropriate many space to manage high frequency digital sampling texture,then it can not be born.Third dimension of very good graphics synthesizing system,math model was adopted to account making texture defining method.Through many years researching and practicing,procudure many iterative function was used to make all kinds ofcomplicated texture,those procedural texture function are proved which are very effective,which succeedly simulates wood marble cloud blaze and flagstone and so on.
TL;DR: A real-time visualization method of ruts based on strip masks was proposed, and the method combines with the physical based model of rUTs and uses procedural texture to generate the texture of ruts.
Abstract: A real-time visualization method of ruts based on strip masks was proposed, and the method combines with the physical based model of ruts and uses procedural texture to generate the texture of ruts. The terrain was partitioned into several blocks, and a set of strip masks of blocks was pre-computed. At run time, to render the terrain, it’s simply to choose the mask of blocks that represents each part of the terrain to meet the desired visual fidelity. The physical based model of ruts, Bekker's Soil-Deformation Model, was combined with. The dynamic terrain texture is procedural texture. At last, the experiments prove that the method is feasible and valid.
TL;DR: A post-processing decal texture mapping algorithm is used to blend the decals into frame buffer after the main rendering stage and implemented as a procedural texture fragment shader on the GPU, and achieved a comparable high real-time rendering performance.
Abstract: This paper discusses the problem of decal texture mapping onto arbitrary surfaces. Most of the current applications using decal textures are using sub-face projection or multi-layer texture blending technique to resolve this problem. Both of these methods are heavy loaded on CPU and the rendering speed is directly related to the number of the decals. In our approach, a post-processing decal texture mapping algorithm is used to blend the decals into frame buffer after the main rendering stage and implemented as a procedural texture fragment shader on the GPU. Our algorithm fully utilized the parallelism nature of GPU, and achieved a comparable high real-time rendering performance.
TL;DR: The idea to compare power spectrum characteristics of natural images and procedural textures is extended on larger set of parameters defining texture as well as on comparison of generation techniques.
Abstract: The paper is devoted to algorithms for generating procedural textures, their estimations and comparison. Among wide variety of objects that can be produced with procedural textures, the most interesting are amorphous or gaseous phenomena. They imitate natural objects such as smoke, clouds, or dust and must be compared between them in similarity. As a comparison criterion, an image power spectrum 1 is chosen with the goal to make process of tuning procedural texture parameters more formal and automated. The idea to compare power spectrum characteristics of natural images and procedural textures is extended on larger set of parameters defining texture as well as on comparison of generation techniques.
TL;DR: This paper presents a method for constructing hash functions with long periods, based on techniques for constructing long-period pseudo-random number generators, which increases the visual complexity and realism of procedural textures, and enables robust implementations of texture basis functions.
Abstract: Procedural texturing is commonly used to increase visual complexity and realism in rendered scenes. Procedural texture basis functions, such as Perlin's noise function, are often built on hash functions defined over the integer lattice. These hash functions are usually based on permutation tables and have a short period. This causes procedural textures to repeat. In this paper, we present a method for constructing hash functions with long periods. Our method is based on techniques for constructing long-period pseudo-random number generators. The hash functions we propose are almost as efficient as the traditional ones, but allow to generate procedural textures with very large periods. This increases the visual complexity and realism of procedural textures, and enables robust implementations of texture basis functions.