基于gpu的大尺度虚拟地形植被实时程序分布

Bruno Torres do Nascimento, Flavio Paulus Franzin, C. Pozzer
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引用次数: 6

摘要

我们提出了一种能够处理大尺度地形的植被实时程序分布的新框架。我们的方法考虑了影响每种植物类型对地形和环境因素的适应性的几个自然方面,以及不同植物类型之间的相互作用。每种电厂类型的适应性通过一组一致的参数来建模,这些参数为用户提供了对分配过程最终结果的完全控制。所提出的架构依赖于GPU并行化和GPU实例化来提高性能。我们的框架可以用来在运行时生成地形的植被覆盖,或者创建一个初始分布,之后可以手工编辑,加快装饰大型环境的过程。结果表明,该框架在保持计算成本与实时应用兼容的前提下,可以实现自然的植被分布。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains
We present a novel framework for real-time procedural distribution of vegetation, capable of handling large-scale terrains. Our approach considers several natural aspects that influence the adaptability of each plant type to topographic and environmental factors displayed across the terrain, as well as interactions between different plant types. The adaptability of each plant type is modeled through a set of consistent parameters that afford full control to the user over the final results of the distribution process. The proposed architecture relies on GPU parallelization and GPU instancing to improve performance. Our framework can be used to generate the vegetation cover of a terrain at runtime or to create an initial distribution that could latter be manually edited, expediting the process of decorating large environments. The results show that our framework can achieve natural looking vegetation distributions, while maintaining the computational costs compatible with realtime applications.
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