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作 者:黄泽华 铁治欣[1,2] 陈强 HUANG Ze-Hua;TIE Zhi-Xin;CHEN Qiang(School of Information Science and Technology,Zhejiang Sci-Tech University,Hangzhou 310018,China;Keyi College of Zhejiang Sci-Tech University,Shaoxing 312369,China)
机构地区:[1]浙江理工大学信息学院,杭州310018 [2]浙江理工大学科技与艺术学院,绍兴312369
出 处:《计算机系统应用》2022年第1期182-189,共8页Computer Systems & Applications
摘 要:随着互联网技术的革新与进步, 3D仿真技术在游戏、动漫中的应用愈发显得重要.针对随机中点位移法生成的山体缺乏较好的细节性以及失真性问题,本文提出一种基于OpenGL与Perlin噪声算法生成仿真3D地形环境的方法.传统Perlin噪声算法生成的高程图较为平缓,因此采用分形及湍流算法对高程图进行优化,可以产生明显冲突,更符合山峰的特征.针对地形图像贴图过程中出现的过渡断层现象,采用分层采样策略,使图像呈现更加自然.在光照添加的过程中,提出了多次二分平均算法计算平面法线向量,在山体光线的呈现上有更加圆滑的效果.实验结果表明,该方法可以很好地创建3D地形的三维网格,同时能够表现出良好的仿真效果.With the innovation and progress of Internet technologies, the application of three-dimensional(3 D) simulation technologies in games and animations has become increasingly important. In response to the lack of detail and the distortion of the mountains generated by the random midpoint displacement method, this paper proposes a method of generating simulated 3D terrain environments based on the OpenGL technology and the Perlin noise algorithm. The elevation maps generated by the traditional Perlin noise algorithm are relatively flat. Therefore, they are optimized with the fractal and turbulence algorithms, which produce obvious conflicts that are more in line with the characteristics of the mountains. For the transitional fault phenomena in the process of terrain image mapping, a layered sampling strategy is adopted to make the image more natural. In the case of added light, the plane normal vector is obtained through the multiple binary averaging algorithm, which delivers a smoother mountain light representation. The experimental results show that the method not only realizes the 3D grid construction of 3D terrain but also shows a favorable simulation effect.
分 类 号:TP391.41[自动化与计算机技术—计算机应用技术] TP391.9[自动化与计算机技术—计算机科学与技术]
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