实时生成l系统场景模型,用于渲染和交互

M. Magdics
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引用次数: 14

摘要

我们提出了一个完全在GPU上实时生成由上下文无关的参数l系统描述的过程几何的框架。这些形式语法使我们能够很容易地描述各种类型的复杂对象,如植被或建筑物,种类繁多。我们可以即时创建大型且复杂的场景部分,这使我们能够创建一个潜在的无限世界。为了使建模更容易,我们展示了如何将语法描述自动转换为计算GPU上l系统的着色器代码。此外,为了允许与程序几何的交互,我们提出了一种算法,可以对大量对象的程序场景有效地执行离散碰撞检测。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time generation of L-system scene models for rendering and interaction
We present a framework for generating procedural geometry described by a context-free, parametric L-system completely on the GPU in real-time. These formal grammars allow us to easily describe various types of complex objects, such as vegetation or buildings, in a great diversity. We can create large and complex parts of the scene on-the-fly, which enables us to create a potentially infinite world of such objects. To make modeling easier, we show how the grammar description can be transformed automatically to a shader code that evaluates the L-system on the GPU. Additionally, to allow interaction with the procedural geometry, we propose an algorithm to efficiently perform discrete collision detection with the procedural scene for a large number of objects.
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