Abstract
This paper discusses the optimization of procedurally generated polygonal landscapes. The Level of Detail method is considered and its shortcomings are listed. The proposed approach to solving the optimization problem based on the Ramer-Douglas-Pecker algorithms for the three-dimensional case, De-launay triangulation, and the Hausdorff metric is presented. To achieve bet-ter results in number of triangles of the optimized mesh and maintaining landscape detail than some LOD implementations the follows is proposed: from a height map, in a certain way, points are selected that most accurately convey the curvature and terrain features. Other points are deleted. The basis of the obtained points, an irregular triangulated grid is constructed. The pro-posed method for analyzing the similarity of polygonal models of an arbi-trary topological type can serve as a basis for the implementation of the cor-responding algorithms. The use of the weighted average when calculating the normal vectors, according to the authors, increases the accuracy of the sub-sequent calculation of the Hausdoff metric. Issues of assessing the quality of optimization are considered. A mathematical model is proposed. A proto-type of the optimizer for the polygonal mesh was developed and tested.
Highlights
Procedural landscape generation (PGL) is the automatic creation of a threedimensional landscape model without human intervention or with its minimal contribution. This approach is often used in the field of computer games, in various simulators or training programs, as well as in the film industry
Hausdorff distance will show how the optimized model differs from the original. This metric will be calculated in the MeshLab package, where heat maps will be built, which will make it possible to judge how well or poorly the detail is preserved during optimization
The proposed approach to procedural landscape generation will allow the generation of an irregular triangulated grid that will more accurately transmit a height map than a regular grid optimized by the Level of Detail (LOD) method
Summary
Procedural landscape generation (PGL) is the automatic creation of a threedimensional landscape model without human intervention or with its minimal contribution This approach is often used in the field of computer games, in various simulators or training programs, as well as in the film industry. If in computer games this situation is more unpleasant than critical, in navigation applications that display terrain data received from the satellite, such a problem can cause extremely negative consequences. In navigation applications render delays can cause extremely negative consequences In this situation, 3D models contain information about real terrain, which means that correct navigation requires a timely and most reliable display of the terrain data received from the satellite. All of the above indicates that there is a problem associated with optimizing the landscape model and maintaining sufficient detail
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: Proceedings of the 30th International Conference on Computer Graphics and Machine Vision (GraphiCon 2020). Part 2
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.