A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features

A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features
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DOI:
10.1080/13658816.2014.900560
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发表时间:
2014-09
影响因子:
5.7
通讯作者:
Çetin Koca;U. Güdükbay
Çetin Koca;U. Güdükbay
中科院分区:
地球科学2区
文献类型:
--
作者:
Çetin Koca;U. Güdükbay

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地形绘制是许多实时应用的关键部分。在真实的时间内处理和可视化地形数据的最简单方法是以多种方式约束地形模型。这减少了要处理的数据量和所需的处理能力,但代价是表现力和创建复杂地形的能力。最流行的地形表示是规则的2D网格,其中顶点通过称为高度图的位移图在第三维中位移。这是表示地形的最简单的方法,尽管它允许快速处理,但它不能用体积特征来建模地形。体积方法通过将3D空间细分为3D网格来对3D空间进行采样,并将地形表示为占用的体素。它们可以表示体积特征,但它们需要计算密集型算法进行渲染,并且它们的内存要求很高。我们提出了一种新的表示,结合体素和高度图的方法,是表达足够允许创建地形与洞穴,悬挑,悬崖和拱门,并有效地允许地形编辑,变形,并在真实的时间渲染。
Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways. This decreases the amount of data to be processed and the amount of processing power needed, but at the cost of expressivity and the ability to create complex terrains. The most popular terrain representation is a regular 2D grid, where the vertices are displaced in a third dimension by a displacement map, called a heightmap. This is the simplest way to represent terrain, and although it allows fast processing, it cannot model terrains with volumetric features. Volumetric approaches sample the 3D space by subdividing it into a 3D grid and represent the terrain as occupied voxels. They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high. We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to allow terrain editing, deformations, and rendering in real time.