{"title":"基于特征的交互式绘制地形","authors":"Daniel Adams, P. Egbert, Seth Brunner","doi":"10.1145/2159616.2159654","DOIUrl":null,"url":null,"abstract":"We present a new technique for interactive terrain generation. This approach provides two improvements over existing teerrain generation systems. First, we introduce an improved midpoint displacement algorithm that allows for arbitrary vertex insertion order.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"11 1","pages":"208"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Feature-based interactively sketched terrain\",\"authors\":\"Daniel Adams, P. Egbert, Seth Brunner\",\"doi\":\"10.1145/2159616.2159654\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a new technique for interactive terrain generation. This approach provides two improvements over existing teerrain generation systems. First, we introduce an improved midpoint displacement algorithm that allows for arbitrary vertex insertion order.\",\"PeriodicalId\":91160,\"journal\":{\"name\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"11 1\",\"pages\":\"208\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-03-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2159616.2159654\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159616.2159654","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We present a new technique for interactive terrain generation. This approach provides two improvements over existing teerrain generation systems. First, we introduce an improved midpoint displacement algorithm that allows for arbitrary vertex insertion order.