Computational Science Technical Note CSTN-183

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Generation and Rendering of Fractal Terrains on Approximated Spherical Surfaces

J. M. Willemse and K. A. Hawick

Archived: 2013

Abstract

Terrain modelling and rendering is an important aspect of modern computer games, computer generated scene rendering in movies and is also used in scientific simulations and geographic modelling. Rendering a planetary surface without polar geometry issues has long been a difficult problem, and this is exacerbated when simulation models need approximately smooth and equal areas. We have developed a terrain approximation algorithm suited for planetary surfaces, that achieves a reasonably uniform spherical approximation by combining polyhedral subdivision and midpoint displacement. We give details of the algorithm and some examples of its use.

Keywords: Fractal Terrain, Geodesic Mesh Generation, Midpoint Displacement, Polyhedral Subdivision

Full Document Text: PDF version.

Citation Information: BiBTeX database for CSTN Notes.

BiBTeX reference:

@INPROCEEDINGS{CSTN-183,
        author = {J. M. Willemse and K. A. Hawick},
        title = {Generation and Rendering of Fractal Terrains on Approximated Spherical
                Surfaces},
        booktitle = {Proc. 17th International Conference on Computer Graphics and Virtual
                Reality (CGVR'13)},
        year = {2013},
        number = {CSTN-183},
        pages = {CGV4061},
        address = {Las Vegas, USA},
        month = {April},
        publisher = {WorldComp},
        institution = {Computer Science, Massey University, Auckland, New Zealand},
        keywords = {Fractal Terrain, Geodesic Mesh Generation, Midpoint Displacement,
                Polyhedral Subdivision},
        owner = {kahawick},
        timestamp = {2013.04.22}
}


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