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Automating Terrain Texturing in Real-Time Using a Rule-Based Approach

机译:使用基于规则的方法实时自动进行地形纹理处理

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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.
机译:该出版物提出了一种新颖的方法,可以实时自动地给定的地形网格物体着色和纹理化。通过使用加权规则,一种简单的语法就可以基于给定顶点的高程和角度生成纹理和颜色值。通过这种仰角和角度的组合,可以描述复杂的特征,例如山脊,丘陵和山脉,并相应地对网格进行着色和纹理化。该方法的实现完全使用2D查找纹理在GPU上完成,与在片段着色器中传递颜色和权重信息的典型方法相比,性能得到了极大的提高。实际上,规则集足够抽象,可以与使用权重值指示在网格上描绘哪些表面的任何着色/纹理方法结合使用。

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