The synthesis and rendering of eroded fractal terrains

F. K. Musgrave, Craig E. Kolb, R. Mace
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引用次数: 482

Abstract

In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to previous techniques, features locally independent control of the frequencies composing the surface, and thus local control of fractal dimension and other statistical characteristics. The new technique, termed noise synthesis, is intermediate in difficulty of implementation, between simple stochastic subdivision and Fourier filtering or generalized stochastic subdivision, and does not suffer the drawbacks of creases or periodicity. Varying the local crossover scale of fractal character or the fractal dimension with altitude or other functions yields more realistic first approximations to eroded landscapes. A simple physical erosion model is then suggested which simulates hydraulic and thermal erosion processes to create gloabl stream/valley networks and talus slopes. Finally, an efficient ray tracing algorithm for general height fields, of which most fractal terrains are a subset, is presented.
侵蚀分形地形的合成与绘制
在基于分数布朗运动的标准分形地形模型中,表面的统计特征被设计成处处相同。提出了一种新的分形地形高度场合成方法,与以往的方法相比,该方法具有局部独立控制组成表面的频率的特点,从而局部控制分形维数和其他统计特征。这种被称为噪声合成的新技术在实现难度上介于简单随机细分和傅立叶滤波或广义随机细分之间,并且没有折痕或周期性的缺点。改变分形特征的局部交叉尺度或分形维数随海拔或其他函数的变化,可以得到更真实的侵蚀景观的初始近似。然后提出了一个简单的物理侵蚀模型,该模型模拟了水力和热侵蚀过程,以创建全球河流/山谷网络和talus斜坡。最后,提出了一种适用于一般高度场的高效光线追踪算法,其中分形地形是一般高度场的子集。
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