The Key Technology of Realistic Terrain Construction

Xiao SONG, Rui-ying PU, Guo-qiang SHI, Shuang-shuang ZHOU, Hong-yan QUAN

Abstract


One of the key technologies in virtual scene generation is how to make a terrain with realistic appearance. In order to overcome the seams from large terrain construction using Virtual Planet Builder (VPB), we acquire digital evaluation data and geospatial imagery data, and make large scale terrain databases. Secondly, we calculate the normal of local particle within every tile’s boundary region from Digital Elevation Model (DEM) from the Earth geometry database. Thirdly, the smoothed normal of every boundary particle is obtained from its neighbors. At last, the height of particle within the boundary region is updated from the smoothed normal. We demonstrate our results with several challenging terrains and provide qualitative evaluation to our method. Some applications based on our provided approach are also demonstrated in the implementation.

Keywords


Terrain, Simulation, Normal, Realistic effect


DOI
10.12783/dtcse/aics2016/8191

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