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- Procedural textures
creation -
VWorldTerrain features a unique dynamic procedural texturing system (DPTS), which makes it
possible to display a great variety of terrains.
That system creates a specific texture for each cluster of polygons, which has
many advantages, namely:
-
no texture mapping tile
- a great variety of textures, with the use of different materials according
to the various types of topography (rocks, weeds, gravel, etc)
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a perfect integration of geometry, in a very smooth way
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-
changeable textures, varying with the seasons and the weather (snow mantle
in the winter, changing colour of leaves in the fall, etc)
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-
a more or less precise level of detail, whether the observer zooms on
particular items or looks in the distance.
- a constant pixel ratio, hence a very high image definition in the foreground,
and more blurred hues in the background.
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Thus, ground texture rendering
varies with the desired environment (desert, undergrowth, meadows…), and
details are created dynamically to adapt to the observer's position.
The DPTS therefore consists
of a series of mathematical equations, with variable parameters, as follows:
A- Static data:
i.e.the three main types of data quoted
in the Databases file:
-
satellite data
- information on the nature of the terrain
- topographical data
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Those data
give us precise indications as to colour and nature of the ground, vegetation,
and relief. We process them so as to be able to create textures procedurally.
B-
Dynamic data:
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meteorological data
- temperatures
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Procedural
textures obtained in A- are then dynamically altered by processing the above
data in real-time, e;g when thaw has en effect on the snow mantle or the ice.
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