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Based On The Fractal 3 D Geometric Modeling Technology Research And Implementation Of Controllable Terrain

Posted on:2013-06-27Degree:MasterType:Thesis
Country:ChinaCandidate:S LiFull Text:PDF
GTID:2248330374986216Subject:Software engineering
Abstract/Summary:PDF Full Text Request
With the rapid development of graphics acceleration hardware and realisticcomputer graphics technology, the demand of the social sectors on the real-time virtualenvironment system is increasing. People demand the virtual environment provides amore intense experience of realism. As one of the most complex nature scene, realisticterrain rendering has become a hot spot of the computer graphics research at home andabroad. There are two ways in terrain modeling: image modeling, using real imagesconstructed; graphic modeling, easy-to-computer processing of simple geometryapproximation, the establishment of the mesh model of the terrain graphics. Real imageconstructed terrain looks real close to the real world, but because of the largeconsumption of calculation,it is difficult to be applied directly to real-time renderingapplications. Therefore, this essue study and achieve a mature fast simulated terraingeneration algorithms, and on this basis,creates a simple and easy to operate terraingeneration system, can quickly simulate the colorful terrain outlook of nature.The current research hot spot is the use of the terrain geometry fractal algorithm,which constructs terrain model, but the nature of geometric fractal algorithm is apseudo-random generation algorithm,and the parameters control its output data.Although this method is efficient and high real sense, but it is not controllable, it isdifficult to use these algorithms to simulation terrain contour with a specific shape. Thispaper aims to solve the contradiction between the controllable and terrain specific shape,using the overall layout-equipment synthesis-micro adjustment-the output of thisworkflow editing, integration of the pseudo-random algorithm is efficient and user ‘sneeds of a particular appearance of the landforms.This article describes the feasibility of rich diversity of the landscape of nature aswell as graphics algorithms simulate realistic terrain, the impact of the naturalenvironment of the terrain and how to simulate these effects. This article is also animportant analysis of the Voronoi diagram Principles and Gaussian blur algorithm, andapplied to the rapid generation of terrain. This article will generate the Voronoialgorithm encapsulated into a single device, it can simulate the terrain appearance with thick mountains or as the basis terrain data of other interesting terrain. Gaussian bluralgorithm is packaged into a filter, superposition of this effect, the terrain can generate afuzzy filter’s effect.This paper aims on the basis of the empirical model, the fractal algorithm and thecontrollable terrain looks blending, and provides a graphical user interface anddevelopment platform: controlled terrain generation system. The terrain generationsystem can quickly simulate the mountains, plains, ravines and other natural landforms,and it also can simulate the topography of the face that doesn’t exist in the real world,such as the inverted triangle of mountains, sharp mountains, those features can be usedin special settings, such as film special effects, sci-fi world.
Keywords/Search Tags:Real-time rendering, realistic terrain, specific shape, Gaussian blur, Voronoi
PDF Full Text Request
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