Automating Terrain Texturing in Real-Time Using a Rule-Based Approach
Author(s) -
John P. Ferraris,
Christos Gatzidis,
Feng Tian
Publication year - 2010
Publication title -
international journal of virtual reality
Language(s) - English
Resource type - Journals
eISSN - 2727-9979
pISSN - 1081-1451
DOI - 10.20870/ijvr.2010.9.4.2787
Subject(s) - weighting , shader , terrain , computer science , vertex (graph theory) , texture (cosmology) , computer graphics (images) , set (abstract data type) , terrain rendering , elevation (ballistics) , artificial intelligence , computer vision , graphics , geometry , theoretical computer science , mathematics , image (mathematics) , rendering (computer graphics) , geography , cartography , medicine , radiology , graph , programming language
This publication proposes a novel approach to automatically colour and texture a given terrain mesh in real time. Through the use of weighting rules, a simple syntax allows for the generation of texture and colour values based on the elevation and angle of a given vertex. It is through this combination of elevation and angle that complex features such as ridges, hills and mountains can be described, with the mesh coloured and textured accordingly. The implementation of the approach is done entirely on the GPU using 2D lookup textures, delivering a great performance increase over typical approaches that pass colour and weighting information in the fragment shader. In fact, the rule set is abstracted enough to be used in conjunction with any colouring/texturing approach that uses weighting values to dictate which surfaces are depicted on the mesh
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