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Wang Tiles
Border Tile Set
Filling Tile Set
Construct Algorithm
Texture Synthesis
Solution 1
Solution 2
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Solution 01: Terrain Generation Using Height Data

 

Step 01: Apply High Value. Apply high values to every corner of cells in grid. The formula for high values is:

height_data = height_value + (rand(0..1) * height_value_variance)

Resulting Image after Applying High Values

Step 02: Cell Subdivision. After the introduction of height values, the tiles have varied height value on their corners and it is a bit closer to what the real natural scene looked like. However, since a tile has only four different corner height values which cannot provide higher level of details, the following techniques, tile subdivision and edge smoothing, are introduced.

Resulting Image after Cell Subdivision

Step 03: Edge Smoothing. As can be seen from the image above, the boundaries between triangles are still clear because the shared vertexes have different values for different triangles. Consequently, the accompanied program with this thesis calculates the average normal value for a vertex shared by different triangle and then applies this value to the vertex.

Resulting Image after Cell Subdivision


 

Copyright 2005 - 2006 Wei Wu (David)

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