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Showing 1 to 3 of 3 for “"Heightmap"”.

  1. Procedural Generation and Rendering of Large-Scale Open-World Environments

    … and cliffs, but is also rendered using heightmaps to allow for large view distances. Vegetation is implemented using procedurally generated meshes and impostors. The volumetric terrain is editable in real time, which limits our ability to pre-generate or cache large amounts of geometry, …

    calpoly Repository record for Procedural Generation and Rendering of Large-Scale Open-World Environments (opens in a new tab)

  2. Procedural generation of features for volumetric terrains using a rule-based approach.

    … on procedural generation of terrains using heightmap-based implementations, there is little research found on procedural terrains utilising a voxel-based approach. This thesis contributes two methods to procedurally generate features for terrains that utilise a volumetric representation. The …

    bournemouth Repository record for Procedural generation of features for volumetric terrains using a rule-based approach. (opens in a new tab)

  3. Terrain Impostors

    <p>Interactive software applications which need to render large terrain meshes can suffer from slow frame rates if the geometry of the terrain is sufficiently dense. However, the viewing angle to many distant features of the terrain does not change rapidly with respect to time. If the movement of …

    calpoly Repository record for Terrain Impostors (opens in a new tab)