Professional Documents
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The Definition and Rendering of Terrain Maps
The Definition and Rendering of Terrain Maps
III
Gavin S. P. M i l l e r
Cambridg e , England.
39
S I G G R A P H '86
I m a g e ib i n d i c a t e s a plan view of a
randomised version of the p y r a m i d w i t h H
e q u a l to 1.0. T h e s h a d i n g m o d e l u s e d is a
s i m p l e s c a l i n g of t h e X - c o m p o n e n t of the
s u r f a c e normal. The c r e a s e s p a r a l l e l to
the X a n d Y a x e s a n d along the diagonal
are all too a p p a r e n t . However, rotated by
60 d e g r e e s about the X-axis with Cosine
Law shading the mountains look quite
respectable and very detailed. See
I m a g e ic. I n d e e d the creasing artifacts
do m u c h to make the mountains dramatic.
H o w e v e r it w o u l d be m o r e d e s i r a b l e to h a v e
o Iferafion N random detail generated which could be
considered to look natural from all
o Iteration N+I
directions.
Figure 1 Triang!e Edge Subdivision
T r i a n g u l a r e d g e s u b d i v i s i o n is i l l u s t r a t e d
in F i g u r e i. Each triangle is divided
i n t o four new ones. T h e e d g e s are e a c h
divided equally into two. The midpoint
then has a Gaussian random variable added D/It ~I
to it. T h e s t a n d a r d d e v i a t i o n of this is
g i v e n by:
O
-iH
S=k2
o fferation N
o lferation N+ 1
W h e r e i is the iteration level, k is a
× Iteration N * 2
scale factor and H is the fractal
dimension. ~guqe ? Diamond - Square Subdivision
40
Dallas, August 18-22 V o l u m e 20, N u m b e r 4, 1986
41
S I G G R A P H '86
II II
It w o u l d be attractive to apply a
row-column algorithm to the r e n d e r i n g of
height fields. The rows would be
s t r e t c h e d l a t e r a l l y in a c c o r d a n c e w i t h t h e
perspective projection a n d then the z>
columns would be transformed to the
c o r r e c t view. Unfortunately this a p p r o a c h
is o n l y e x a c t for p e r s p e c t i v e p r o j e c t i o n s
if the v i e w v e c t o r is p a r a l l e l to the X-Y
plane. For other view directions the
projected height field is not singly
v a l u e d in s c r e e n y c o o r d i n a t e . I n d e e d the Figure 5 Cartesian Io Polar Conversion.
process collapses if the v i e w v e c t o r is
straight down along the object space A w a y t o a c h i e v e this with a row-column
Z-axis. H o w e v e r this i n e x a c t a p p r o a c h h a s a l g o r i t h m is to split the object plane
b e e n u s e d to g o o d e f f e c t in [i0]. into wedge quadrants. T h e s e a r e + or - 45
d e g r e e s f r o m e i t h e r the X or Y axes. We
T h e n e w a p p r o a c h p r e s e n t e d in this paper s t r e t c h e a c h r o w u n t i l the v e r t i c a l p l a n e s
is to a b a n d o n the p l a n a r p r o j e c t i o n a n d to of constant Phi become columns. See
u s e an i n t e r m e d i a t e v i e w i n g sphere. (This F i g u r e 5.
is an e x t e n s i o n of the m e t h o d d e s c r i b e d in
[8] w h i c h was restricted to h a v i n g v i e w
d i r e c t i o n s p a r a l l e l to the X - Y p l a n e ) . We
c o n s i d e r the v i e w p o i n t to be s u r r o u n d e d b y
a sphere onto which have been projected
the s u r f a c e s from all directions. This
s p h e r e m a y t h e n be t r a n s f o r m e d i n t o s c r e e n
c o o r d i n a t e s for v i e w i n g on a flat screen
or d i r e c t l y projected onto a spherical
s c r e e n for w i d e a n g l e work.
TO p r o j e c t o n t o the v i e w i n g s p h e r e w e t h e n
process each column using inverse
trigonometric functions to c o m p u t e v a l u e s
of Theta. S e e F i g u r e 6. From a Phi-Theta
r e p r e s e n t a t i o n of the viewing sphere we
p r o c e e d to p r o j e c t o n t o the v i e w i n g p l a n e .
See F i g u r e 7.
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Dallas, A u g u s t 18-22 V o l u m e 20, N u m b e r 4, 1986
If the v i e w i n g s p h e r e is t r a n s f o r m e d such
t h a t the p o l a r a x i s lies a l o n g the c u r r e n t Z"
rotation axis of the observer, then
r o t a t i o n a l m o t i o n b l u r m a y be c o m p u t e d .
b l o c k or r a m p f i l t e r is a p p l i e d a l o n g
Phi direction
of the v i e w i n g
same scene
with motion blur
as
due to a barrel
is
the
of the p o l a r r e p r e s e n t a t i o n
sphere. Image 7 the
t h a t s h o w n in I m a g e 6, b u t
roll
A
<
a b o u t the view vector. Image 8 shows a
wide angle projection of the viewing
sphere after it h a s b e e n t i l t e d a b o u t the
X-axis by 45 degrees. Image 9 is a
perspective projection of the rotated ~.qure 8 The Bear~ Georgette'.of Water Ref[eOion.
v i e w i n g sphere.
To e a s e the c o m p u t a t i o n a l load the water
T h e d e t a i l s of the row-column algorithms is treated as flat with a normal
for a r b i t r a r y spherical-to-spherical and perturbation. The waves are modelled as
spherical-to-planar transformations will superimposed sine waves which aids
be the subject of a later work [15]. c l a m p i n g , i. e. the b a n d w i d t h - l i m i t i n g of
H o w e v e r it s h o u l d n o w b e a p p a r e n t t h a t by the n o r m a l perturbation texture [16].
using a spherical projection as an However since we are interested in
intermediate representation it is p o s s i b l e r e f l e c t i o n s of a fan rather than the
to c o n s t r u c t a row-column algorithm for p r o j e c t i o n of a t e x t u r e the w a v e s h a v e t w o
the perspective rendering of height effects. The first is to perturb the
fields. c e n t r e of the fan b a s e d on the slope of
the w a v e s u r f a c e . T h e s e c o n d is to s p r e a d
4. The Fan-tracing of H e i g h t Fields the fan based on the curvature of the
wave. See F i g u r e 8. The fan centre
Recently some work has been done on perturbation is clamped to zero for
ray-tracing fractal surfaces defined by d i s t a n t w a v e s w h i l s t the fan s p r e a d is set
the t r i a n g l e edge subdivision technique to maximum. An alternative to
[2] a n d [14]. While these methods work superimposed sine waves would have been
43
S I G G R A P H '86
This paper has presented a new method for [7] D o o D. a n d M. Sabin, Behaviour of
the g e n e r a t i o n of fractals by r e c u r s i v e recursive division surfaces near
subdivision, which does not create the extraordinary points, CAD Vol. I0, pp
a r t i f a c t s of p r e v i o u s l y p u b l i s h e d m e t h o d s . 3 5 6 - 3 6 2 , 1978.
It has a l s o p r e s e n t e d a p a r a l l e l a l g o r i t h m
for the perspective rendering of h e i g h t [8] F i s h m a n B. a n d B. S c h e c t e r . Computer
fields which uses an intermediate D i s p l a y of Height Fields. Computers and
spherical projection. This algorithm was G r a p h i c s Vol. 5 (1980) p p 5 3 - 6 0 .
e x t e n d e d to include an approximate but
convincing method for the s i m u l a t i o n of [9] F o u r n i e r A., D. F u s s e l l , L. C a r p e n t e r ,
r e f l e c t i o n s of t e r r a i n and s k y in w a t e r . Computer Rendering of Stochastic
M o d e l s . Comm. of the A . C . M . , 25, 6, (June
The common bus architecture mentioned in 1982), pp 3 7 1 - 3 8 4 .
this p a p e r may be replaced by a more
c o m p l e x one, to s p e e d up the d i a g o n a l f l i p [i0] F o u r n i e r A. a n d T. M i l l i g a n , Frame
process. Buffer Algorithms for Stochastic
Models. IEEE Computer Graphics and
Also, the h e i g h t f i e l d r e n d e r i n g a l g o r i t h m Applications. October 1985. Vol. 5,
as g i v e n d o e s not a l l o w the inclusion of No. i0.
collections of trees or bushes. By
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Dallas, August T8-22 Volume 20, Number 4, 1986
45
S I G G R A P H '86
2b. Diamond-Square Fractal Normal Map. 3b. Square-Square Fractal Normal Map.
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Dallas, August 18-22 Volume 20, Number 4, 1986
II
4. W e d g e Q u a d r a n t s to V i e w i n g Sphere. 7. V i e w A l o n g X w i t h M o t i o n Blur.
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~. S I G G R A P H '86
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