Voxel-based Terrain for Real-time Virtual Simulations

Voxel-based Terrain for Real-time Virtual Simulations PDF Author: Eric Stephen Lengyel
Publisher:
ISBN: 9781124025490
Category :
Languages : en
Pages :

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Book Description
This dissertation provides the theoretical basis and implementation details for a complete and practical real-time voxel-based terrain rendering system. We first present a modified Marching Cubes algorithm designed to eliminate choices arising from ambiguities in the original algorithm and its successors in order to facilitate a faster implementation and to simplify the design of a level-of-detail algorithm. The modified Marching Cubes algorithm is extended to operate on voxel data at multiple resolutions in such a way that triangle meshes produced at all levels of detail correctly match geometrical features. We introduce a robust method for seamlessly joining voxel-based terrain meshes of different levels of detail and establish a transition structure that both simplifies the triangulation problem and eliminates the potential for shading artifacts. Finally, we discuss methods for applying texture maps and advanced shading techniques to voxel-based terrain meshes. These methods are designed to be fast and compatible with the widest possible range of graphics hardware across multiple platforms.

Voxel-based Terrain for Real-time Virtual Simulations

Voxel-based Terrain for Real-time Virtual Simulations PDF Author: Eric Stephen Lengyel
Publisher:
ISBN: 9781124025490
Category :
Languages : en
Pages :

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Book Description
This dissertation provides the theoretical basis and implementation details for a complete and practical real-time voxel-based terrain rendering system. We first present a modified Marching Cubes algorithm designed to eliminate choices arising from ambiguities in the original algorithm and its successors in order to facilitate a faster implementation and to simplify the design of a level-of-detail algorithm. The modified Marching Cubes algorithm is extended to operate on voxel data at multiple resolutions in such a way that triangle meshes produced at all levels of detail correctly match geometrical features. We introduce a robust method for seamlessly joining voxel-based terrain meshes of different levels of detail and establish a transition structure that both simplifies the triangulation problem and eliminates the potential for shading artifacts. Finally, we discuss methods for applying texture maps and advanced shading techniques to voxel-based terrain meshes. These methods are designed to be fast and compatible with the widest possible range of graphics hardware across multiple platforms.

A Voxel-Based Approach to the Real-Time Simulation of Sands and Soils

A Voxel-Based Approach to the Real-Time Simulation of Sands and Soils PDF Author: Andrew David Geiger
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description


Game Engine Gems, Volume One

Game Engine Gems, Volume One PDF Author: Eric Lengyel
Publisher: Jones & Bartlett Learning
ISBN: 0763798967
Category : Computers
Languages : en
Pages : 381

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Book Description
Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.

Creativity in Intelligent Technologies and Data Science

Creativity in Intelligent Technologies and Data Science PDF Author: Alla Kravets
Publisher: Springer
ISBN: 3319655515
Category : Computers
Languages : en
Pages : 886

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Book Description
This book constitutes the refereed proceedings of the Second Conference on Creativity in Intelligent Technologies and Data Science, CIT&DS 2017, held in Volgograd, Russia, in September 2017. The 58 revised full papers and two keynote papers presented were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections on Knowledge Discovery in Patent and Open Sources for Creative Tasks; Open Science Semantic Technologies; Computer Vision and Knowledge-Based Control; Pro-Active Modeling in Intelligent Decision Making Support; Data Science in Energy Management and Urban Computing; Design Creativity in CASE/CAI/CAD/PDM; Intelligent Internet of Services and Internet of Things; Data Science in Social Networks Analysis; Creativity and Game-Based Learning; Intelligent Assistive Technologies: Software Design and Application.

GPU PRO 360 Guide to GPGPU

GPU PRO 360 Guide to GPGPU PDF Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 135105208X
Category : Computers
Languages : en
Pages : 471

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Book Description
Wolfgang Engel’s GPU Pro 360 Guide to GPGPU gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers general purpose GPU. This volume is complete with 19 articles by leading programmers that focus on the techniques that go beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphics processors to accomplish such tasks. GPU Pro 360 Guide to GPGPU is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

Discrete Geometry for Computer Imagery

Discrete Geometry for Computer Imagery PDF Author: Nicolas Normand
Publisher: Springer
ISBN: 3319323601
Category : Computers
Languages : en
Pages : 449

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Book Description
This book constitutes the refereed proceedings of the 19th IAPR International Conference on Discrete Geometry for Computer Imagery, DGCI 2016, held in Nantes, France, in April 2016. The 32 revised full papers presented together with 2 invited talks were carefully selected from 51 submissions. The papers are organized in topical sections on combinatorial tools; discretization; discrete tomography; discrete and combinatorial topology; shape descriptors; models for discrete geometry; circle drawing; morphological analysis; geometric transforms; and discrete shape representation, recognition and analysis.

Virtual Reality

Virtual Reality PDF Author: Randall Shumaker
Publisher: Springer
ISBN: 3540733353
Category : Computers
Languages : en
Pages : 775

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Book Description
This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

Virtual Terrain Generation and GPU Based Rendering

Virtual Terrain Generation and GPU Based Rendering PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 74

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Book Description
Photo-realistic terrain generation in real-time is critical to the success of many real-time graphics and virtual reality applications, such as flight simulators. This thesis presents algorithms to generate virtual terrain and render the terrain in real time in graphics processors. The terrain geometry is generated by the Fractional Brownian Motion algorithm with the initial shape controlled by user input. Instead of using expensive satellite image, the ground layer texture is synthesized by a model cover layer, added onto it are several small textures that can be tiled seamlessly. The model cover layer provides a 3D model of the terrain with a general distribution function to include realistic conditions to the terrain with multiple instances of ground features scattered in. The thesis also discusses the algorithm to use programmable GPU to create real-time shadow and blend the ground layer texture in the shader program.

Virtual Manufacturing

Virtual Manufacturing PDF Author: Wasim Ahmed Khan
Publisher: Springer Science & Business Media
ISBN: 0857291866
Category : Technology & Engineering
Languages : en
Pages : 816

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Book Description
Virtual Manufacturing presents a novel concept of combining human computer interfaces with virtual reality for discrete and continuous manufacturing systems. The authors address the relevant concepts of manufacturing engineering, virtual reality, and computer science and engineering, before embarking on a description of the methodology for building augmented reality for manufacturing processes and manufacturing systems. Virtual Manufacturing is centered on the description of the development of augmented reality models for a range of processes based on CNC, PLC, SCADA, mechatronics and on embedded systems. Further discussions address the use of augmented reality for developing augmented reality models to control contemporary manufacturing systems and to acquire micro- and macro-level decision parameters for managers to boost profitability of their manufacturing systems. Guiding readers through the building of their own virtual factory software, Virtual Manufacturing comes with access to online files and software that will enable readers to create a virtual factory, operate it and experiment with it. This is a valuable source of information with a useful toolkit for anyone interested in virtual manufacturing, including advanced undergraduate students, postgraduate students and researchers.

E-Learning and Games

E-Learning and Games PDF Author: Abdennour El Rhalibi
Publisher: Springer
ISBN: 3319402595
Category : Computers
Languages : en
Pages : 436

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Book Description
This book constitutes the refereed proceedings of the 10th International Conference on E-Learning and Games, Edutainment 2016, held in Hangzhou, China, in April 2016. The 36 full papers presented were carefully reviewed and selected from 60 submissions. They are organized in the following topical sections: E-learning and game; graphics, imaging and applications; intelligent data analytics and visualization.