Real - Time Gpu - Based Texture Synthesis
نویسنده
چکیده
Visual simulation systems that utilize a terrain database often do not require total geo-specific accuracy. Instead, a believable “geo-approximate” representation can be utilized. For example, given an area containing a forest, it is usually not necessary to have each tree accurately represented in the imagery. Therefore, a database modeler will typically apply a repeatable texture of a tree canopy onto a polygonal outline of the forest area. This process is repeated for other surface types such as grass, water, etc.
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تاریخ انتشار 2005