基于频率的地形编辑控制

Gwyneth Bradbury, I. Choi, C. Amati, Kenny Mitchell, T. Weyrich
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引用次数: 6

摘要

创建虚拟地形可能是一项具有挑战性的任务。自动地形生成的程序和随机方法产生的结果似乎合理,但缺乏对地形特征的直观控制,而数据驱动方法以有限的特征集、更高的存储要求和混合伪影为代价,提供了更多的创造性控制。此外,美工通常更喜欢包含各种参考材料(如照片、概念图、高程图和卫星图像)的工作流程,而商业内容创作工具对这些材料的整合几乎没有支持。我们提出了一个基于草图的工具集,用于资产引导的创建和直观的虚拟地形编辑,允许操纵高程图和3D网格,并利用基于层的界面。我们采用高程图的频带细分,以便为每个细节级别使用适当的编辑工具。使用我们的系统,我们表明用户可以从各种输入类型开始:故事板草图,照片或高度图,轻松开发和自定义虚拟地形。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Frequency-based controls for terrain editing
Authoring virtual terrains can be a challenging task. Procedural and stochastic methods for automated terrain generation produce plausible results but lack intuitive control of the terrain features, while data driven methods offer more creative control at the cost of a limited feature set, higher storage requirements and blending artefacts. Moreover, artists often prefer a workflow involving varied reference material such as photographs, concept art, elevation maps and satellite images, for the incorporation of which there is little support from commercial content-creation tools. We present a sketch-based toolset for asset-guided creation and intuitive editing of virtual terrains, allowing the manipulation of both elevation maps and 3D meshes, and exploiting a layer-based interface. We employ a frequency-band subdivision of elevation maps to allow using the appropriate editing tool for each level of detail. Using our system, we show that a user can start from various input types: storyboard sketches, photographs or height maps to easily develop and customise a virtual terrain.
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