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Unity3D下一种基于Perlin噪声的地形仿真方法 被引量:2

A Terrain Simulation Method Based on Perlin Noise in Unity3D
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摘要 针对传统随机中点位移法在地形仿真中存在的绘制过程复杂、细节表现不足、山顶处易出现失真的问题,提出一种在Unity3D下利用Perlin噪声构造分形,并对网格顶点进行位移映射进而生成地形的方法。根据设定好的分辨率构造网格,计算并叠加各顶点不同频率的噪声值构造分形,最后对网格顶点进行位移映射,生成满足要求的地形。在噪声计算过程中修改了随机梯度选取方法,可使梯度选取更具有随机性,且计算出的噪声值分布更加均匀,避免了在山顶处出现失真的现象。实验结果表明,该方法可以很方便地实现三维地形仿真,并能很好地表现地形细节特征,解决了因山顶过于尖凸出现的失真问题。 The traditional random midpoint displacement method has the problems of complicated drawing process, insufficient details and distortion at the top of the mountain. Aiming at these problems, this paper proposes a terrain simulation method which constructs fractal by using Perlin noise and makes displacement mapping for the mesh vertices to generate a terrain in Unity3D. In order to generate terrain that meets the requirements, this paper first generates the grids according to the specified resolution, then calculates noise at different frequencies in each vertex to construct fractal, and finally makes displacement mapping for the vertices. In the process of calculating noise, this paper improves the selection of random gradients so that the gradients are more random and the noise distribution is more even, avoiding the phenomenon of distortion at the top of the mountain. The experimental results show that the method can simulate the three-dimensional terrain very simply, and can show the detailed features of the terrain well, and solve the distortion phenomenon that the top of the mountain is too sharp.
作者 刘雪梅 马瑞志 LIU Xue-mei;MA Rui-zhi(School of Information Engineering,North China University of Water Resources and Electric Power, Zhengzhou 450046,China)
出处 《软件导刊》 2019年第4期174-178,共5页 Software Guide
关键词 随机中点位移法 地形仿真 UNITY3D PERLIN噪声 分形 位移映射 random midpoint displacement method terrain simulation Unity3D Perlin noise fractal displacement mapping
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