A rule-based approach to 3D terrain generation via texture splatting

This source preferred by Christos Gatzidis and John Ferraris

Authors: Ferraris, J. and Gatzidis, C.

http://www.ace2009.org/

Start date: 29 October 2009

Place of Publication: Athens, Greece

A technique derived from the popular texture splatting approach for the automatic colouring and texturing of a given terrain mesh is presented in this publication. Utilizing colour rules, a simple syntax is created allowing for the generation of texture and colour values based on the elevation and angle of a given vertex. Through this combination of elevation and angle, complex features such as ridges, hills and mountains can be described.

This data was imported from DBLP:

Authors: Ferraris, J. and Gatzidis, C.

http://www.informatik.uni-trier.de/~ley/db/conf/ACMace/ace2009.html

Journal: Advances in Computer Entertainment Technology

Volume: 422

Pages: 407-408

Publisher: ACM

ISBN: 978-1-60558-864-3

DOI: 10.1145/1690388.1690474

This data was imported from Scopus:

Authors: Ferraris, J. and Gatzidis, C.

Journal: ACM International Conference Proceeding Series

Pages: 407-408

ISBN: 9781605588643

DOI: 10.1145/1690388.1690474

A technique derived from the popular texture splatting approach for the automatic colouring and texturing of a given terrain mesh is presented in this publication. Utilizing colour rules, a simple syntax is created allowing for the generation of texture and colour values based on the elevation and angle of a given vertex. Through this combination of elevation and angle, complex features such as ridges, hills and mountains can be described. © ACM 2009.

The data on this page was last updated at 04:42 on November 20, 2017.