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            COOOOOOOOL

            從固有的原則出發(fā),向著目標(biāo)誠(chéng)直前進(jìn).所以這樣的行為便名為正當(dāng)?shù)男袨?表示其為尋著正路而行的.

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            Focus On 3D Terrain Programming是本好書(shū)。隨便翻了一些國(guó)內(nèi)外相關(guān)論文,都可以找到本書(shū)的影子。

            (我這有完整的書(shū)和源代碼,不知道怎么上傳,需要的留個(gè)信。)

            Chap1 Notes
            ■Willem H. de Boer's geomipmapping algorithm
            ■Stefan Roettger's quadtree algorithm
            ■Mark Duchaineau's ROAM algorithm

            Chap2 Notes
            Problems:
            ■ What heightmaps are, how to create them, and how to load them
            ■ How to render terrain using a brute force algorithm
            ■ How to generate fractal terrain using two algorithms: fault formation and midpoint displacement(the plasma fractal or the diamond-square algorithm)

            1.A heightmap is a grayscale image in which each pixel represents a height value.(ex. the height ranges from 0–255, the number of shades of gray in a grayscale image. Dark colors represent a lower elevation, and lighter colors represent a higher elevation.)

             
            Figure 2.1 A grid of vertices with non-defined height value

               
            Figure 2.2 The 128 × 128 heightmap(used to create Figure 2.3).

            2.The Brute Forceof the Matter(硬渲染)

            Rendering terrain using a brute force algorithm is incredibly simple,and it provides the highest amount of detail possible. But, slow is a drawblack.


            Figure 2.3 Brute force terrain image created by using the heightmap in Figure 2.2.

            3.(1)Fault Formation
            One method of fractal terrain generation is called fault formation. Fault formation is the process of generating “faults” in terrain; for the Fractal Terrain Generation most part, it produces fairly smooth terrain.


            Figure 2.4 The first step in the fault-formation algorithm.


            Figure 2.5 A map generated with completely random height values.



            Figure 2.6 Heightmaps that were generated using the
            fault-formation algorithm and the erosion filter. The top
            image has a filter value of 0.0f, the middle image has a filter
            value of 0.2f, and the bottom image has a filter value of 0.4f.

            Note:Midpoint Displacement Fault formation works great for a nice little scene composed of some small hills, but something more chaotic than that, such as a mountain range.

            (2)Midpoint Displacement(
            又名:the plasma fractal or the diamond-square algorithm)

            Note:Midpoint Displacement works great for a chaotic scene. But, the algorithm can only generate square heightmaps, and the dimensions have to be a power of two.This is unlike the fault formation algorithm, in which you can specify any dimension that you want.


            posted on 2009-12-12 15:28 COOOOOOOOL 閱讀(1178) 評(píng)論(4)  編輯 收藏 引用

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            # re: Focus On 3D Terrain Programming(chap1-2學(xué)習(xí)筆記) 2010-03-12 16:07 yao
            現(xiàn)在還有嗎?我的項(xiàng)目需要用到相關(guān)的東西!郵箱403788193@qq.com
            謝謝!!  回復(fù)  更多評(píng)論
              

            # re: Focus On 3D Terrain Programming(chap1-2學(xué)習(xí)筆記) 2010-08-23 09:21 kamel
            請(qǐng)問(wèn)可以發(fā)我一下書(shū)和源碼么? 謝謝
            kamelzcs@gmai.com  回復(fù)  更多評(píng)論
              

            # re: Focus On 3D Terrain Programming(chap1-2學(xué)習(xí)筆記) 2012-09-07 09:37 王月
            wangyue19870110@gmail.com  回復(fù)  更多評(píng)論
              

            # re: Focus On 3D Terrain Programming(chap1-2學(xué)習(xí)筆記) 2013-04-28 14:20 wb
            請(qǐng)問(wèn)能給我一份書(shū)和源代碼么? nimo299@126.com, 萬(wàn)分感謝!!!!  回復(fù)  更多評(píng)論
              


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