Procedural 3D Asteroid Surface Detail Synthesis

Xizhi Li, René Weller, G. Zachmann
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Abstract

We present a novel noise model to procedurally generate volumetric terrain on implicit surfaces. The main idea is to combine a novel Locally Controlled 3D Spot noise (LCSN) for authoring the macro structures and 3D Gabor noise to add micro details. More specifically, a spatially-defined kernel formulation in combination with an impulse distribution enables the LCSN to generate arbitrary size craters and boulders, while the Gabor noise generates stochastic Gaussian details. The corresponding metaball positions in the underlying implicit surface preserve locality to avoid the globality of traditional procedural noise textures, which yields an essential feature that is often missing in procedural texture based terrain generators. Furthermore, different noise-based primitives are integrated through operators, i.e. blending, replacing, or warping into the complex volumetric terrain. The result is a completely implicit representation and, as such, has the advantage of compactness as well as flexible user control. We applied our method to generating high quality asteroid meshes with fine surface details. CCS Concepts • Computing methodologies → Volumetric models;
程序三维小行星表面细节合成
我们提出了一种新的噪声模型来程序化地在隐式表面上生成体积地形。主要思想是结合一种新的局部控制的3D点噪声(LCSN)来创建宏观结构和3D Gabor噪声来添加微观细节。更具体地说,空间定义的核公式与脉冲分布相结合,使LCSN能够生成任意大小的陨石坑和巨石,而Gabor噪声生成随机高斯细节。相应的元球位置在下面的隐式表面上保持局部性,以避免传统的程序噪声纹理的全局性,这产生了一个基本特征,往往是在基于程序纹理的地形生成器中缺失的。此外,不同的基于噪声的原语通过算子,即混合,替换,或扭曲到复杂的体积地形集成。结果是一个完全隐式的表示,因此具有紧凑性和灵活的用户控制的优点。我们应用我们的方法来生成高质量的小行星网格,具有精细的表面细节。•计算方法→体积模型;
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