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Carleton University - School of Computer Science Undergraduate Honours Project Fall 2009 Multi-Material Procedural Terrain Texturing Eric Billingsley
ABSTRACT The most common approach to real-time terrain texturing with multiple materials is to interpolate between tiling textures. This has disadvantages in that it can produce obvious tiling, and transitions between materials that do not look natural. Some solutions to these problems exist, but either take up large amounts of memory or disk space, or do not provide enough detail at close range. The algorithm presented is a novel way of combining multiple procedural textures based on parameters like slope and incline. It renders both realistic and aesthetically pleasing terrain which contains interesting and hard-edged transitions between multiple materials. Close and distant terrain can each be rendered well with the same shader. Additionally, parallax and self-occlusion were implemented using Steep Parallax Mapping. The program runs at an acceptable frame-rate Although the project was a success, there are some problems. Combining Steep Parallax Mapping with the procedural texturing approach greatly reduced frame-rates, and there are some visual artifacts present. Nonetheless, the shader created could very well be used in real-time applications as an alternative approach to terrain rendering. |
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