- Procedural textures creation -
VWorldTerrain
features a unique dynamic procedural texturing system (DPTS), which makes it
possible to display a great variety of terrains.
That system creates a specific texture for each cluster of polygons, which has
many advantages, namely:
-
no texture mapping tile - a great variety of textures, with the use of different materials according to the various types of topography (rocks, weeds, gravel, etc) |
-
a perfect integration of geometry, in a very smooth way |
-
changeable textures, varying with the seasons and the weather (snow mantle
in the winter, changing colour of leaves in the fall, etc) |
-
a more or less precise level of detail, whether the observer zooms on
particular items or looks in the distance. - a constant pixel ratio, hence a very high image definition in the foreground, and more blurred hues in the background. |
Thus, ground texture rendering varies with the desired environment (desert, undergrowth, meadows…), and details are created dynamically to adapt to the observer's position.
The DPTS therefore consists
of a series of mathematical equations, with variable parameters, as follows:
A- Static data:
i.e.the three main types of data quoted
in the Databases file:
| -
satellite data - information on the nature of the terrain - topographical data |
Those data give us precise indications as to colour and nature of the ground, vegetation, and relief. We process them so as to be able to create textures procedurally.
B- Dynamic data:
| -
meteorological data - temperatures |
Procedural textures obtained in A- are then dynamically altered by processing the above data in real-time, e;g when thaw has en effect on the snow mantle or the ice.