用近似高斯过程生成三维游戏中的随机地形

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引用次数: 0

摘要

在3D游戏创造过程中,对于图像美工来说,创造3D地形或波浪面需要花费大量时间。这个问题对计算机提出了如下要求:生成的地形表面必须在所有点上都是随机的,而且必须是光滑和弯曲的,并且顶点之间的差异必须由输入参数控制。为了解决这一地形生成问题,本文将高斯过程(GP)从2D升级到3D。此外,当生成的曲面变得非常大时,GP需要大量与矩阵分析相关的计算。本文提出了一种近似解来加快计算速度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Generating random terrains in 3D games by an approximated version of Gaussian process
Creating a 3D terrain or a wave surface takes a lot of time for a graphic artist in the 3D game creation process. This problem poses the following computer requirements: the generated terrain surface must be both random at all points, but also smooth and curved, and the difference between the vertices must be controlled by the input parameter. This paper will upgrade the Gaussian Process (GP) from 2D to 3D in order to solve this terrain generation problem. In addition, when the generated surface becomes very large, GP requires a large amount of computation related to matrix analysis. This paper proposes an approximate solution to speed up the computation.
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