{"title":"基于 FBM 的三维真实自然地形生成与可视化","authors":"Qing-Zhong Li, X. Gao","doi":"10.1109/ICIG.2007.104","DOIUrl":null,"url":null,"abstract":"Based on fractal Brownian motion (FBM) model this paper presents a method for generating controllable and predictable natural terrains. The whole base-plane of the terrain to be simulated is first divided into several triangles by using the coordinates of limited known characteristic points on the plane. And then for each triangle, the three dimensional data of the simulated terrain are recursively generated according to a subdividing criterion based on the modified random midpoint displacement (RMD) method. Finally, the realistic visualization of the generated terrain data is implemented with PC computer by using VC++6.0 and OpenGL software programming. The simulation results show that the proposed algorithm provides a good performance in generating various terrains such as multi-peak mountains, general flat terrains, and complex combined terrains in divinable and controllable manner; and it is a better solution to the shape uncontrollable problem encountered in the traditional FBM based methods for modeling natural terrains.","PeriodicalId":367106,"journal":{"name":"Fourth International Conference on Image and Graphics (ICIG 2007)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Generation and Visualization of 3-D Realistic Natural Terrain Based on FBM\",\"authors\":\"Qing-Zhong Li, X. Gao\",\"doi\":\"10.1109/ICIG.2007.104\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Based on fractal Brownian motion (FBM) model this paper presents a method for generating controllable and predictable natural terrains. The whole base-plane of the terrain to be simulated is first divided into several triangles by using the coordinates of limited known characteristic points on the plane. And then for each triangle, the three dimensional data of the simulated terrain are recursively generated according to a subdividing criterion based on the modified random midpoint displacement (RMD) method. Finally, the realistic visualization of the generated terrain data is implemented with PC computer by using VC++6.0 and OpenGL software programming. The simulation results show that the proposed algorithm provides a good performance in generating various terrains such as multi-peak mountains, general flat terrains, and complex combined terrains in divinable and controllable manner; and it is a better solution to the shape uncontrollable problem encountered in the traditional FBM based methods for modeling natural terrains.\",\"PeriodicalId\":367106,\"journal\":{\"name\":\"Fourth International Conference on Image and Graphics (ICIG 2007)\",\"volume\":\"62 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-08-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Fourth International Conference on Image and Graphics (ICIG 2007)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICIG.2007.104\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fourth International Conference on Image and Graphics (ICIG 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICIG.2007.104","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
本文基于分形布朗运动(FBM)模型,提出了一种生成可控、可预测自然地形的方法。首先,利用平面上有限的已知特征点坐标,将待模拟地形的整个基面划分为若干三角形。然后,根据基于改进的随机中点位移(RMD)方法的细分准则,对每个三角形递归生成模拟地形的三维数据。最后,利用 VC++6.0 和 OpenGL 软件编程,在 PC 计算机上实现了生成地形数据的逼真可视化。仿真结果表明,所提出的算法在生成多峰山地、一般平坦地形和复杂组合地形等各种地形时具有良好的可分可控性,较好地解决了基于 FBM 的传统自然地形建模方法所遇到的形状不可控问题。
Generation and Visualization of 3-D Realistic Natural Terrain Based on FBM
Based on fractal Brownian motion (FBM) model this paper presents a method for generating controllable and predictable natural terrains. The whole base-plane of the terrain to be simulated is first divided into several triangles by using the coordinates of limited known characteristic points on the plane. And then for each triangle, the three dimensional data of the simulated terrain are recursively generated according to a subdividing criterion based on the modified random midpoint displacement (RMD) method. Finally, the realistic visualization of the generated terrain data is implemented with PC computer by using VC++6.0 and OpenGL software programming. The simulation results show that the proposed algorithm provides a good performance in generating various terrains such as multi-peak mountains, general flat terrains, and complex combined terrains in divinable and controllable manner; and it is a better solution to the shape uncontrollable problem encountered in the traditional FBM based methods for modeling natural terrains.