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
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Planetside Software (2000). Terragen Documentation. http://www.planetside.co.uk
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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
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Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-42586-1
Online ISBN: 978-3-540-44818-1
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