Abstract
M.Sc.
Real-time terrain rendering (RTTR) is an exciting eld in computer graphics.
The algorithms and techniques developed in this domain allow immersive virtual
environments to be created for interactive applications. Many di culties are
encountered in this eld of research, including acquiring the data to model
virtual worlds, handling huge amounts of geometry, and texturing landscapes
that appear to go on forever.
RTTR has been widely studied, and powerful methodologies have been developed
to overcome many of these obstacles. Complex natural terrain features
such as detailed vertical surfaces, overhangs and caves, however, are not easily
supported by the majority of existing algorithms. It becomes di cult to add
such detail to a landscape. Existing techniques are incredibly e cient at rendering
elevation data, where for any given position on a 2D horizontal plane
we have exactly 1 altitude value. In this case we have a many-to-1 mapping
between 2D position and altitude, as many 2D coordinates may map to 1 altitude
value but any single 2D coordinate maps to 1 and only 1 altitude. In order
to support the features mentioned above we need to allow for a many-to-many
mapping. As an example, with a cave feature for a given 2D coordinate we
would have elevation values for the
oor, the roof and the outer ground. In
this dissertation we build upon established techniques to allow for this manyto-
many mapping, and thereby add support for complex terrain features. The
many-to-many mapping is made possible by making use of geometry images in
place of height-maps.
Another common problem with existing RTTR algorithms is texture distortion.
Texturing is an inexpensive means of adding detail to rendered terrain.
Many existing technique map texture coordinates in 2D, leading to distortion
on steep surfaces. Our research attempts to reduce texture distortion in such
situations by allowing a more even spread of texture coordinates. Geometry
images make this possible as they allow for a more even distribution of sample
positions.
Additionally we devise a novel means of blending tiled texture that enhances
the important features of the individual textures. Fully sampled terrain employs
a single global texture that covers the entire landscape. This technique provides
great detail, but requires a huge volume of data. Tiled texturing requires comparatively
little data, but su ers from disturbing regular patterns. We seek to
reduce the gap between tiled textures and fully sampled textures. In particular,
we aim at reducing the regularity of tiled textures by changing the blending
function.
In summary, the goal of this research is twofold. Firstly we aim to support
complex natural terrain features|speci cally detailed vertical surfaces, over-hangs and caves. Secondly we wish to improve terrain texturing by reducing
texture distortion, and by blending tiled texture together in a manner that
appears more natural. We have developed a level of detail algorithm which
operates on geometry images, and a new texture blending technique to support
these goals.