Budget Amount *help |
¥1,900,000 (Direct Cost: ¥1,900,000)
Fiscal Year 1993: ¥300,000 (Direct Cost: ¥300,000)
Fiscal Year 1992: ¥1,600,000 (Direct Cost: ¥1,600,000)
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Research Abstract |
(1) Terrain modeling : We first applied the erosin algorithm proposed by Musgrave to the digital terrain models generated by our recursive refinement method for ridge-lines in order to make the moutain shapes more natural, and we have shown that we can obtain the mountain shapes having visual impressions different from those of the original shapes, such as mountains having gentle curved surfaces caused by weathering and eroded steep mountains. Next, we investigated the erosion model in detail and have clarified that the mechanism of the erosion model was different from that of a natural erosin phenomenon. Therefore, development of an erosin model based on the erosin phenomenon of nature still remains a challenging problem. (2) Simulation of seasonal mountains : The technique for generating appropriate vegetation for a given mountain shape has been developed. This techinique is applicable to both an real mountain and an imaginary mountain. Moreover, simple image generation algorithm for rendering forests has been developed. (3) Texture of a forest : We have developed the technique for producing three dimensional texture of the forest directly from the geometric model of a tree generated by a growth algorithm of trees. As a result, a complex forest-texture where two or more kinds of trees exist together can be generated easily. (4) Simulation of snowfall and snow cover : A behavioral model of a snow particle which works in voxel space has been developed. The typical type of snow cover such as crown snow can be simulated by using this model. The snowfall simulation method has been developed based on the technique of a vortex field method. Thus, simulation of snow cover and snowfall in a small-scale scenery such as a close-range view including buildings, trees, and garden stones has became possible.
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