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Solution 02: Terrain Generation with Reusable Tiles

 

Solution 01 produced a nice terrain with varied area types, however, the rendering time of this terrain is longer than the terrain in this section, because: in the last solution, every tile within tile plane is unique because of its unique combination of corner height values, so the render cannot apply some render accelerating functions such as display list etc.

Solution 02 for terrain generation focuses on a small flat area and tries to reuse the pre-define tile information. The process of defining a tile shows below:

1. Set the basic information of a tile such as vertex position, texture coordinate, normal values and textures etc.

2. Put motifs on the tile according to the area code of the tile. For example, grass models will be put on grasslands and tree models will be put on forests.

Some pre-defined tiles with their corresponding motifs are shown below:

  
  
A border tile between grass land and forest
A border tile between grass land and pavement
A border tile between grass land and pavement
  
A border tile between grass land and lake
A filling tile for sanctuary
A filling tile for sanctuary
 
A filling tile for grassland
A filling tile for forest
A filling tile for forest

With the pre-defined tiles above, the reconstruction of a terrain is simple: put instances of tiles to their position in tile plane.

 
     
 


 

Copyright 2005 - 2006 Wei Wu (David)

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