A rule-based approach to 3D terrain generation via texture splatting
This source preferred by Christos Gatzidis
Authors: Ferraris, J. and Gatzidis, C.
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
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.