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Method for automatically generating tri-dimensional topography in Torque engine

A technology for automatic generation of 3D terrain, applied in image data processing, special data processing applications, 3D modeling, etc., can solve problems such as limitations, difficult 3D model layout, heavy workload of manual editing, etc., to improve efficiency and shorten Cycle time, the effect of saving game production costs

Inactive Publication Date: 2009-07-08
WUHAN DIGITAL MEDIA ENG TECH
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  • Application Information

AI Technical Summary

Problems solved by technology

[0004] The purpose of the present invention is to propose a method for automatically generating 3D terrain in the Torque engine, aiming at problems such as large manual editing workload in the terrain generation process in the current 3D game engine, the limitation of the accuracy of the existing DEM data, and the difficulty in accurately arranging the follow-up 3D model. method, which is based on terrain map data, is simple in method, easy to operate, innovatively realizes the automatic generation of 3D terrain in the Torque engine, greatly improves the efficiency of terrain model creation in the process of game world construction, and improves the layout of subsequent 3D models. Position accuracy shortens the 3D game construction cycle and has significant economic and social benefits

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  • Method for automatically generating tri-dimensional topography in Torque engine
  • Method for automatically generating tri-dimensional topography in Torque engine

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Embodiment Construction

[0027] The method for automatically generating the three-dimensional terrain in the Torque engine of the present invention will be further described below in conjunction with the accompanying drawings and embodiments.

[0028] The embodiment of the invention is divided into two parts:

[0029] The first step is to automatically generate a height map based on topographic map data

[0030] 1. If figure 1 As shown, according to the terrain range to be created, determine the topographic map frame where it is located, and then extract information such as elevation point 1-1, contour line 1-2, etc. according to the geographic element layer where the elevation information is located;

[0031] 2. Use a point-by-point insertion algorithm for all discrete points to construct a Deluanay (Diloni, Russian mathematician) triangulation, and then insert each contour line into the triangulation as a constraint edge to generate a constrained Delaunay triangulation 1-3;

[0032] 3. According t...

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Abstract

The invention discloses a method for automatically generating three-dimensional topography in a Torque engine. The method comprises the following steps: data about contour lines and elevation points are extracted from a topographic map to construct the Constrained Delaunay Triangulation; a square area is determined on the basis of the topographic range, a corresponding elevation map of the square area is drawn, with both length and width being 256 pixels, the elevation values of points corresponding to all the pixels are interpolated in the triangulation network, an elevation range is obtained by traversal, and a 256-level gray level image is generated; and furthermore, pixel values corresponding to control points on the topographic map are designated as specific values in order to assist in the positioning of a 3D model in a game world. The invention has the advantages of simple method and convenient operation, realizes the automatic generation of the three-dimensional topography in the Torque engine for the first time, and solves the problems of heavy workload in editing by hand and limitations of resolution of the prior DEM. With the function of assisting in the positioning of the 3D model, the invention can ensure that the model can be arranged precisely in position.

Description

technical field [0001] The invention relates to the generation of 3D terrain in a game engine, and more specifically to a method for automatically generating a 3D terrain in a Torque engine. Background technique [0002] There are two basic methods for using game engines to create terrain models in 3D worlds: one is the external method, which is supported by all 3D engines, which treats the terrain model as an object in the game world and allows users to modify the terrain model according to the plot Perform various editing operations. This method provides a large degree of freedom of operation, but its disadvantage is that it is less effective for large and complex terrains. Another method is the internal method, the terrain model can be according to specific laws, so this method can create larger and more complex terrain. Most 3D engines that use this method also provide terrain generation, manipulation, and editing tools, and users can create a height map first, and the...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/50G06F19/00G06T17/05
Inventor 钟正谈国新
Owner WUHAN DIGITAL MEDIA ENG TECH
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