Environmental Engineering Reference
In-Depth Information
Fig. 6.7 Examples of texture splatting; top : dense and open Mediterranean forest, garrigue and
wheat crop; middle : bare soil and different grasslands patches; bottom : orthophoto ( left ) and virtual
image computed according to the land-use map of the same area ( right )
-
The level of detail: the object can be displayed in 2D (billboards) or in 3D
according the distance to the camera.
Object density: this is used in conjunction with a random offset to determine
-
the number of objects in a specific area.
Inter-row/Intra-row spacing: this is used in conjunction with row spatialization
-
to specify the distance between objects.
Scale variation information: this is used to generate variations in the appearance
-
of objects, and is particularly useful when billboards are used to render trees.
Once the configuration has been defined, the terrain mesh, the textures and the
vegetation objects can be computed and the user can explore the landscape in
real-time. It is possible to bookmark some interesting points of view or camera
paths, take screenshots, modify the terrain, add 3D objects manually and modify
the rendering.
Several “test case landscapes” are now under study. The option which is at
present being investigated is to select only a small number of representative
Search WWH ::




Custom Search