{"title":"使用程序着色器飞溅的冻伤地形渲染","authors":"Johan Andersson","doi":"10.1145/1281500.1281668","DOIUrl":null,"url":null,"abstract":"For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"29","resultStr":"{\"title\":\"Terrain rendering in frostbite using procedural shader splatting\",\"authors\":\"Johan Andersson\",\"doi\":\"10.1145/1281500.1281668\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map.\",\"PeriodicalId\":184610,\"journal\":{\"name\":\"ACM SIGGRAPH 2007 courses\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-08-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"29\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2007 courses\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1281500.1281668\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2007 courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1281500.1281668","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Terrain rendering in frostbite using procedural shader splatting
For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map.