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Methods for realistic landscape imaging.

机译:逼真的景观成像方法。

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摘要

There are five fundamental concerns in the synthesis of realistic imagery of fractal landscapes: (1) convincing geometric models of terrain; (2) efficient algorithms for rendering those potentially-large terrain models; (3) atmospheric effects, or aerial perspective, to provide a sense of scale; (4) surface textures as models of natural phenomena such as clouds, water, rock strata, and so forth, to enhance visual detail in the image beyond what can be modelled geometrically; and (5) a global context in which to situate the scenes. Results in these five areas are presented, and some aspects of the development of computer graphics as a new process and medium for the fine arts are discussed. Heterogeneous terrain models are introduced, and preliminary experiments in simulating fluvial erosion are presented to provide fractal drainage network features. For imaging detailed terrain models we describe grid tracing, a time- and memory-efficient algorithm for ray tracing height fields. To obtain aerial perspective we develop geometric models of aerosol density distributions with efficient integration schemes for determining scattering and extinction, and an efficient Rayleigh scattering approximation. We also describe physically-based models of the rainbow and mirage. Proceduralism is an underlying theme of this work; this is the practice of abstracting models of complex form and behaviors into relatively terse algorithms, which are evaluated in a lazy fashion. Procedural textures are developed as models of natural phenomena such as mountains and clouds, culminating a procedural model of an Earth-like planet which in the future may be explored interactively in a virtual reality setting.
机译:分形景观的逼真的图像合成中有五个基本问题:(1)令人信服的地形几何模型; (2)渲染那些潜在的大地形模型的有效算法; (3)大气效应或空中透视,以提供规模感; (4)表面纹理作为自然现象的模型,例如云,水,岩层等,以增强图像中的视觉细节,超出了可以几何建模的范围; (5)场景的全局背景。介绍了这五个方面的结果,并讨论了计算机图形学作为美术新工艺和新媒介的发展的某些方面。介绍了异质地形模型,并提供了模拟河流冲蚀的初步实验,以提供分形排水网络特征。为了对详细的地形模型进行成像,我们描述了网格跟踪,这是一种用于光线跟踪高度场的节省时间和内存的算法。为了获得空中透视图,我们使用有效的积分方案确定散射和消光以及有效的瑞利散射近似值,开发了气溶胶密度分布的几何模型。我们还将描述基于彩虹和海市rage楼的物理模型。程序主义是这项工作的基本主题。这是将复杂形式和行为的模型抽象为相对简洁的算法的实践,这些算法以懒惰的方式进行评估。程序纹理被开发为诸如山和云之类的自然现象的模型,最终形成了类似地球的行星的程序模型,将来可能会在虚拟现实环境中进行交互探索。

著录项

  • 作者

    Musgrave, Forest Kenton.;

  • 作者单位

    Yale University.;

  • 授予单位 Yale University.;
  • 学科 Computer science.;Fine arts.
  • 学位 Ph.D.
  • 年度 1993
  • 页码 293 p.
  • 总页数 293
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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