
Development of a virtual reality simulator replacingthe check valve on christmas tree
Author(s) -
Egor I. Safonov,
Oleg I. Sokolkov
Publication year - 2021
Publication title -
vestnik ûgorskogo gosudarstvennogo universiteta
Language(s) - English
Resource type - Journals
eISSN - 2078-9114
pISSN - 1816-9228
DOI - 10.17816/byusu20210484-94
Subject(s) - computer science , randomness , software , subroutine , interface (matter) , polygon (computer graphics) , process (computing) , computer graphics (images) , algorithm , computational science , simulation , programming language , mathematics , parallel computing , telecommunications , statistics , bubble , frame (networking) , maximum bubble pressure method
The article describes the process of designing and creating a software environment that allows in automatic mode to create a realistic landscape. A review of existing approaches to landscape generation is carried out, which have a set of disadvantages taken into account when developing a software environment. A diagram of components and main classes is described. The developed subroutine that implements the polygon mesh generation algorithm provides an interface for creating and editing a mesh of hexagons on a plane, used for simplified work with biomes, as well as detailing the boundaries of polygons to give the landscape elements of randomness and, as a result, realism. The process uses the Diamond Square noise generation algorithm. The docking algorithm is designed to reduce the gaps between the heights of different biomes. The erosion algorithm uses particles generated on a height mapto carry soil particles in accordance with physical laws. The user interface of the application and the results of the algorithms are presented.