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Modeling of Ecosystems as a Data Source for Real-Time Terrain Rendering

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Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2181))

Abstract

With the advances in rendering hardware, it is possible to render very complex scenes in real-time. In general, computers do not have enough memory to store all the necessary information for sufficiently large areas. This paper discusses a way in which well-known techniques for modeling ecosystems can be applied to generate the placement of plants on a terrain automatically at runtime. Care was taken to pick algorithms that would be sufficiently fast to allow real-time computation, but also varied enough to allow for natural looking placement of plants and ecosystems while remaining deterministic. The techniques are discussed within a specific rendering framework, but can easily be adapted to other rendering engines.

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References

  1. 3D Nature (2000). World Construction Set 5 Users Manual. http://www.3dnature.com

  2. Planetside Software (2000). Terragen Documentation. http://www.planetside.co.uk

  3. Geomantics Ltd (1998). Genesis II Documentation. http://www.geomantics.com

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© 2001 Springer-Verlag Berlin Heidelberg

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Hammes, J. (2001). Modeling of Ecosystems as a Data Source for Real-Time Terrain Rendering. In: Westort, C.Y. (eds) Digital Earth Moving. Lecture Notes in Computer Science, vol 2181. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-44818-7_14

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  • DOI: https://doi.org/10.1007/3-540-44818-7_14

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-42586-1

  • Online ISBN: 978-3-540-44818-1

  • eBook Packages: Springer Book Archive

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