3D峡谷的程序生成

Daniel Michelon De Carli, C. Pozzer, Fernando Bevilacqua, V. Schetinger
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引用次数: 14

摘要

本文提出了一种非辅助的三维峡谷场景程序生成方法。我们的方法结合了计算机图形学、计算机视觉、图像处理和图形搜索算法等技术。我们的主要贡献是一种生成方法,该方法使用噪声生成的高度图,通过数据聚类(通过Mean Shift算法)和图像操作仔细转换和操作,以模拟观测到的真实峡谷的地质特征。几个参数用于指导和约束地形、峡谷特征、河流、平原地区、软坡地区、悬崖和高原的生成。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Procedural Generation of 3D Canyons
This paper presents a non-assisted method for procedural generation of 3D canyon scenes. Our approach combines techniques of computer graphics, computer vision, image processing and graph search algorithms. Our main contribution is a generation approach that uses noise-generated height maps that are carefully transformed and manipulated by data clustering (through the Mean Shift algorithm) and image operations in order to mimic the observed geological features of real canyons. Several parameters are used to guide and constrain the generation of terrains, canyon features, course and shape of rivers, plain areas, soft slope regions, cliffs and plateaus.
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