نتایج جستجو برای: uneven terrains
تعداد نتایج: 11929 فیلتر نتایج به سال:
Generating realistic-looking but interesting terrains quickly is a great challenge. We present RiverLand, an efficient system for terrain synthesis. RiverLand creates a realistic-looking terrain by first generating river networks over the land. Then, the terrain is created to be consistent with the river networks. In this way, the terrains created have a proper drainage basin, an important feat...
Nowadays there are a wide range of techniques for terrain generation, but are focused on providing realistic terrains often neglecting the aesthetic appeal. The Genetic Terrain Programming technique, based on evolutionary design with Genetic Programming, allows designers to evolve terrains according to their aesthetic feelings or desired features. This technique evolves TPs (Terrain Programmes)...
This work presents a method that allows the deformation of a terrain by modifying its heightmap in an augmented reality environment. The hierarchical structure of A48 meshes was used to represent terrains. This structure defines a parameter space to calculate the coordinates of a field in the R3 Euclidean space. In particular, this paper deals with the problem of modeling spherical terrains. An...
The emission of greenhouse gas blankets the earth trapping sun’s heat waves. This leads to a rise in temperature with scientists and ecologists term it as climate change. world is now warming faster than at any point recorded history. affects agriculture, forestry, human health biodiversity, snow-covered mountains. Changes climatic factors such temperature, uneven precipitation patterns, solar ...
0019-1035/$ see front matter 2009 Elsevier Inc. A doi:10.1016/j.icarus.2009.06.005 * Corresponding author. Address: Universität B Sidlerstasse 5, 3013 Bern, Switzerland. E-mail addresses: [email protected] Lefort). The Peneus and Amphitrites Paterae region of Mars displays large areas of smooth, geologically young terrains overlying a rougher and older topography. These terrains ma...
This paper presents a method for visualisation of large terrains in real-time. The amount of data when handling large terrains can exceed video memory, the result is a low frame rate. Our method uses a quadtree-based approach to exclude unnecessary data from the rendering process and reduce the level of detail at need. Another aim is to let the GPU perform as much of processing as possible, lea...
Let P be a polygon with n vertices. We say that two points of P see each other if the line segment connecting them lies inside (the closure of) P . In this paper we present efficient approximation algorithms for finding the smallest set G of points of P so that each point of P is seen by at least one point of G, and the points of G are constrained to be belong to the set of vertices of an arbit...
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