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Journal articles on the topic 'Terrain generation'

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1

Yogendra, Sisodia. "GAN-Generated Terrain for Game Assets." Indian Journal of Artificial Intelligence and Neural Networking (IJAINN) 2, no. 6 (2022): 1–3. https://doi.org/10.54105/ijainn.F1060.102622.

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<strong>Abstract: </strong>Multimedia applications, such as virtual reality models and video games, are increasingly interested in the ability to generate and author realistic virtual terrain automatically. In this paper, the author proposes a pipeline for a realistic two-dimensional terrain authoring framework that is powered by several different generative models that are applied one after the other. Two-dimensional role-playing games will benefit from this ability to create multiple high-resolution terrain variants from a single input image and to interpolate between terrains while keeping
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Frade, Miguel, F. Fernandez de Vega, and Carlos Cotta. "Breeding Terrains with Genetic Terrain Programming: The Evolution of Terrain Generators." International Journal of Computer Games Technology 2009 (2009): 1–13. http://dx.doi.org/10.1155/2009/125714.

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Although a number of terrain generation techniques have been proposed during the last few years, all of them have some key constraints. Modelling techniques depend highly upon designer's skills, time, and effort to obtain acceptable results, and cannot be used to automatically generate terrains. The simpler methods allow only a narrow variety of terrain types and offer little control on the outcome terrain. The Genetic Terrain Programming technique, based on evolutionary design with Genetic Programming, allows designers to evolve terrains according to their aesthetic feelings or desired featur
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Fischer, Roland, Philipp Dittmann, René Weller, and Gabriel Zachmann. "AutoBiomes: procedural generation of multi-biome landscapes." Visual Computer 36, no. 10-12 (2020): 2263–72. http://dx.doi.org/10.1007/s00371-020-01920-7.

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Abstract Advances in computer technology and increasing usage of computer graphics in a broad field of applications lead to rapidly rising demands regarding size and detail of virtual landscapes. Manually creating huge, realistic looking terrains and populating them densely with assets is an expensive and laborious task. In consequence, (semi-)automatic procedural terrain generation is a popular method to reduce the amount of manual work. However, such methods are usually highly specialized for certain terrain types and especially the procedural generation of landscapes composed of different b
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Hu, Zexin, Kun Hu, Clinton Mo, Lei Pan, and Zhiyong Wang. "Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 11 (2024): 12565–73. http://dx.doi.org/10.1609/aaai.v38i11.29150.

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Sketch-based terrain generation seeks to create realistic landscapes for virtual environments in various applications such as computer games, animation and virtual reality. Recently, deep learning based terrain generation has emerged, notably the ones based on generative adversarial networks (GAN). However, these methods often struggle to fulfill the requirements of flexible user control and maintain generative diversity for realistic terrain. Therefore, we propose a novel diffusion-based method, namely terrain diffusion network (TDN), which actively incorporates user guidance for enhanced con
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Latif, Abdul, Megat F. Zuhairi, Fazal Qudus Khan, Princy Randhawa, and Akshet Patel. "A Critical Evaluation of Procedural Content Generation Approaches for Digital Twins." Journal of Sensors 2022 (July 29, 2022): 1–13. http://dx.doi.org/10.1155/2022/5629645.

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Procedural content generation (PCG) of terrains is one of the main building blocks for creating an automated and real-time virtual world. This study provides and in-depth review of the different tools, algorithms, and engines used for the PCG of terrains for the PCG of digital worlds; we focus especially on terrain generation but address also the main issues related to build structures and characters. It is important to know that the PCG of terrains can be implemented in a multidisciplinary scenario, for instance, modeling of games, simulating industrial maps, urban and rural planning of devel
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Lee, Hyunju, Sunghyun Hahn, Sangchul Lee, Sangil Lee, and Kwansik Seo. "A Study on Terrain Profile Generation for Terrain Following." Journal of the Korean Society for Aeronautical & Space Sciences 51, no. 1 (2023): 49–56. http://dx.doi.org/10.5139/jksas.2023.51.1.49.

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7

Shen, Zhenyuan. "Procedural Generation in Games: Focusing on Dungeons." SHS Web of Conferences 144 (2022): 02005. http://dx.doi.org/10.1051/shsconf/202214402005.

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This report is talking about the applications of procedural generation in games. There are many AI-generated games on the market, such as No Man’s Sky. Due to the huge curiosity about it and the purpose of studying how procedural generation works, the research delved into the principles of procedural generation of dungeons. To start with the research, we first focused on a dungeon, analyzing how the dungeon is created and then we consider how the procedural generation works. Typically, all the resources are from the internet, including some academic tutorials. By separating the whole problem i
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Dembogurski, Renan Augusto, Bruno José Dembogurski, José Luiz Ribeiro De Souza Filho, Dhiego Oliveira Sad, Rodrigo De Souza Silva, and Marcelo Bernardes Vieira. "Interactive Virtual Terrain Generation using Augmented Reality Markers." Journal on Interactive Systems 3, no. 3 (2013): 1. http://dx.doi.org/10.5753/jis.2012.619.

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This paper presents an application that allows the generation of virtual terrains interactively, using augmented reality markers. This application also allows the user to navigate in the generated virtual environment. To demonstrate how the process is done, a terrain generation scenario was chosen. Virtual objects were augmented using markers and the detection is done through the ARToolKit framework. A particle system was used to simulate deformation to better incorporate the needs of terrain generation. The deformation itself follows an interparticle force between the particles attached to a
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Clark, O. G., R. Kok, and P. Champigny. "Generation of a virtual terrain." Environmental Modelling & Software 12, no. 2-3 (1997): 143–49. http://dx.doi.org/10.1016/s1364-8152(97)00004-2.

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10

Zheng, Wenhui, Haiyun Wang, and Xiaofang Huang. "Study on Delaunay Triangular Mesh Delineation for Complex Terrain Based on the Improved Center of Gravity Interpolation Method." Applied Sciences 14, no. 4 (2024): 1370. http://dx.doi.org/10.3390/app14041370.

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Wind energy resources in complex terrain are abundant. However, the default mesh division of various terrains often needs more specificity, particularly in wind resource analysis. The mesh division method can diminish computational efficiency and quality in intricate topographical conditions. This article presents a combined algorithm for generating Delaunay triangular meshes in mountainous terrains with significant variations in terrain. The algorithm considers the uncertainty of inner nodes and mesh quality, addressing both the advantages and drawbacks of the Delaunay triangular mesh. The pr
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11

Gupta, Gaurav, and Ashish Dutta. "Trajectory generation and step planning of a 12 DoF biped robot on uneven surface." Robotica 36, no. 7 (2018): 945–70. http://dx.doi.org/10.1017/s0263574718000188.

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SUMMARYOne of the primary goals of biped locomotion is to generate and execute joint trajectories on a corresponding step plan that takes the robot from a start point to a goal while avoiding obstacles and consuming as little energy as possible. Past researchers have studied trajectory generation and step planning independently, mainly because optimal generation of robot gait using dynamic formulation cannot be done in real time. Also, most step-planning studies are for flat terrain guided by search heuristics. In the proposed method, a framework for generating trajectories as well as an overa
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Hong, Kyungwoo, Sungjoong Kim, Hyochoong Bang, Jiyeon Jeon, and Wonyong Choi. "Trajectory Generation Algorithm for Terrain Following based on Terrain Elevation." Journal of the Korean Society for Aeronautical & Space Sciences 51, no. 6 (2023): 391–98. http://dx.doi.org/10.5139/jksas.2023.51.6.391.

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Fox, Andrian J., and Michael J. Gooch. "Automatic Dem Generation for Antarctic Terrain." Photogrammetric Record 17, no. 98 (2001): 275–90. http://dx.doi.org/10.1111/0031-868x.00183.

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14

Santamaría-Ibirika, Aitor, Xabier Cantero, Mikel Salazar, et al. "Procedural approach to volumetric terrain generation." Visual Computer 30, no. 9 (2013): 997–1007. http://dx.doi.org/10.1007/s00371-013-0909-y.

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15

Serin, Ekrem, Serdar Hasan Adali, and Selim Balcisoy. "Automatic path generation for terrain navigation." Computers & Graphics 36, no. 8 (2012): 1013–24. http://dx.doi.org/10.1016/j.cag.2012.08.006.

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16

Boyapati, Meghashyam, and John R. Rankin. "Fractal terrain generation for SIMD architectures." International Journal of Computer Applications in Technology 34, no. 4 (2009): 298. http://dx.doi.org/10.1504/ijcat.2009.024083.

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17

Dawkins, Jeremy J., David M. Bevly, and Robert L. Jackson. "Fractal terrain generation for vehicle simulation." International Journal of Vehicle Autonomous Systems 10, no. 1/2 (2012): 3. http://dx.doi.org/10.1504/ijvas.2012.047693.

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18

Ahmed, Sameer, and Bipin Pandey. "Procedural Terrain Generation by Sampling a 2D Monochrom Perlin Noise Map in Unity." Asian Journal of Research in Computer Science 16, no. 1 (2023): 37–42. http://dx.doi.org/10.9734/ajrcos/2023/v16i1333.

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This article presents a study on procedural terrain generation using Perlin noise in the Unity game engine, building upon prior research and established techniques [1,2]. The objective of the this study is to create realistic and visually appealing landscapes by leveraging algorithmic generation [3]. By utilizing a two dimensional monochrome Perlin noise map, the algorithm generates terrains with organic features such as hills, valleys, and mountains [4]. The research employs the Unity game engine, which offers a wide range of tools and technologies for implementing procedural generation algor
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19

Fan, Nai Mei, and Zhi Feng Zhang. "An Algorithm for Large-Scale Terrain Generation Based on Quadtree." Applied Mechanics and Materials 446-447 (November 2013): 946–50. http://dx.doi.org/10.4028/www.scientific.net/amm.446-447.946.

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The paper puts forward an algorithm for multi-resolution terrain model generation based on quadtree. This algorithm puts elements as view-dependent and terrain relief into the evaluation standards for level of detail and raises appropriate methods to remove cracks in the course of terrain generation according to the law of node partition and rendering. In drawing terrain, optimized display technologies as frustum culling, backface culling, triangle fan and static data storage. Test results show, this algorithm can realize the real-time visualization of large-scale terrain.
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20

Hawbecker, Patrick, and Matthew Churchfield. "Evaluating Terrain as a Turbulence Generation Method." Energies 14, no. 21 (2021): 6858. http://dx.doi.org/10.3390/en14216858.

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When driving microscale large-eddy simulations with mesoscale model solutions, turbulence will take space to develop, known as fetch, on the microscale domain. To reduce fetch, it is common to add perturbations near the boundaries to speed up turbulence development. However, when simulating domains over complex terrain, it is possible that the terrain itself can quickly generate turbulence within the boundary layer. It is shown here that rugged terrain is able to generate turbulence without the assistance of a perturbation strategy; however, the levels of turbulence generated are improved when
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21

Kim, Jinmo. "Maze Terrain Authoring System in Immersive Virtual Reality for New Visual Realism." Symmetry 11, no. 4 (2019): 490. http://dx.doi.org/10.3390/sym11040490.

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This paper proposes a maze terrain authoring system with which a user can automatically calculate various and complex maze patterns to compose maze terrains in an easier and more intuitive structure. Using the maze terrain information calculated by using the proposed authoring system, a 3D maze terrain is generated quickly and effectively, and through this, the user’s visual realism in an immersive virtual reality is increased to provide a new presence. The proposed maze terrain authoring system consists of three core functions: a function that automatically generates a grid maze of various si
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22

Grossmannová, Pavla, and Daniel Švábek. "Procedural Terrain Generation and Path Searching in Education." International Journal of Information and Communication Technologies in Education 6, no. 4 (2017): 15–26. http://dx.doi.org/10.1515/ijicte-2017-0016.

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Abstract This paper is primarily devoted to development of an educational desktop application, that describes terrain generating and pathfinding to students. The application is meant for lessons of Artificial Intelligence, that is one of compulsory optional subjects on Department of Informatics and Computers, University of Ostrava. Selected implemented algorithms enable to generate a terrain with adjustable parameters in three different implementations and it also enables pathfinding in three different ways. Used methods are compared according to different criteria for better understanding. Al
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Wang, Xuan, Shuhuan Liu, Junfang Zhang, et al. "Research on terrain grids generation in CFD software." Thermal Science, no. 00 (2023): 186. http://dx.doi.org/10.2298/tsci230620186w.

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Traditional research of environmental impact of Natural Draft Cooling Tower in Nuclear Power Plant is based on Diffusion model or Tunnel experiment, and with the development of modern Mainframe computers and turbulence models, it is possible to use Computational Fluid Dynamics (CFD)method to simulate plume drift. CFD software, due to its powerful computing ability, can simulate and display the plume drift more accurately. This paper presents an effective way of generating terrain grids which can be used in StarCD, a CFD software. SRTM terrain data is obtained from Internet and IDW Interpolatio
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Zhang, Guangzi, Lizhe Chen, Yu Zhang, Yan Liu, Yuyao Ge, and Xingquan Cai. "Translating Words to Worlds: Zero-Shot Synthesis of 3D Terrain from Textual Descriptions Using Large Language Models." Applied Sciences 14, no. 8 (2024): 3257. http://dx.doi.org/10.3390/app14083257.

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The current research on text-guided 3D synthesis predominantly utilizes complex diffusion models, posing significant challenges in tasks like terrain generation. This study ventures into the direct synthesis of text-to-3D terrain in a zero-shot fashion, circumventing the need for diffusion models. By exploiting the large language model’s inherent spatial awareness, we innovatively formulate a method to update existing 3D models through text, thereby enhancing their accuracy. Specifically, we introduce a Gaussian–Voronoi map data structure that converts simplistic map summaries into detailed te
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25

Park, Sangkun. "Infinite Terrain Mesh Generation Using Ray Marching." Korean Journal of Computational Design and Engineering 27, no. 3 (2022): 226–32. http://dx.doi.org/10.7315/cde.2022.226.

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Becher, Michael, Michael Krone, Guido Reina, and Thomas Ertl. "Feature-Based Volumetric Terrain Generation and Decoration." IEEE Transactions on Visualization and Computer Graphics 25, no. 2 (2019): 1283–96. http://dx.doi.org/10.1109/tvcg.2017.2762304.

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Hnaidi, Houssam, Eric Guérin, Samir Akkouche, Adrien Peytavie, and Eric Galin. "Feature based terrain generation using diffusion equation." Computer Graphics Forum 29, no. 7 (2010): 2179–86. http://dx.doi.org/10.1111/j.1467-8659.2010.01806.x.

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28

Doran, Jonathon, and Ian Parberry. "Controlled Procedural Terrain Generation Using Software Agents." IEEE Transactions on Computational Intelligence and AI in Games 2, no. 2 (2010): 111–19. http://dx.doi.org/10.1109/tciaig.2010.2049020.

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29

Şen, Zekai. "Terrain topography classification for wind energy generation." Renewable Energy 16, no. 1-4 (1999): 904–7. http://dx.doi.org/10.1016/s0960-1481(98)00304-8.

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Dixon, A. R., G. H. Kirby, and D. P. M. Wills. "A Data Structure for Artificial Terrain Generation." Computer Graphics Forum 13, no. 1 (1994): 37–48. http://dx.doi.org/10.1111/1467-8659.1310037.

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31

Puig-Centelles, Anna, Peter A. C. Varley, Oscar Ripolles, and Miguel Chover. "Automatic terrain generation with a sketching tool." Multimedia Tools and Applications 70, no. 3 (2012): 1957–86. http://dx.doi.org/10.1007/s11042-012-1214-x.

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Hwang, Huicheol, Kyehyun Kim, Roger Blanco i. Ribera, and Junyong Noh. "Stereoscopic image generation of background terrain scenes." Computer Animation and Virtual Worlds 22, no. 2-3 (2011): 317–23. http://dx.doi.org/10.1002/cav.415.

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Nishikawa, Masanori, Tetsuya Hiyama, Kazuhisa Tsuboki, and Yoshihiro Fukushima. "Numerical Simulations of Local Circulation and Cumulus Generation over the Loess Plateau, China." Journal of Applied Meteorology and Climatology 48, no. 4 (2009): 849–62. http://dx.doi.org/10.1175/2008jamc2041.1.

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Abstract The Loess Plateau of China consists of dissected flat tablelands with steep gullies. To evaluate the effect of topography on local circulation and cumulus generation over the Loess Plateau, numerical simulations of atmospheric boundary layer (ABL) development were conducted using a cloud-resolving nonhydrostatic model. Two types of numerical simulation were carried out under two sets of bottom boundary conditions: real terrain and flat terrain. The differences in ABL development and cumulus generation between the flat- and real-terrain conditions are described and the local circulatio
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Smelik, Ruben M., Tim Tutenel, Klaas Jan de Kraker, and Rafael Bidarra. "Declarative Terrain Modeling for Military Training Games." International Journal of Computer Games Technology 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/360458.

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Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain models. Terrain plays a key role in many military training games, as for example, in our case game Tactical Air Defense. However, current manual terrain editors are both too complex and too time-consuming to be useful for instructors; automatic terrain generation methods show a lot of potential, but sti
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Singh, C. H., V. Mishra, and K. Jain. "HIGH-RESOLUTION MAPPING OF FORESTED HILLS USING REAL-TIME UAV TERRAIN FOLLOWING." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences X-1/W1-2023 (December 5, 2023): 665–71. http://dx.doi.org/10.5194/isprs-annals-x-1-w1-2023-665-2023.

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Abstract. This study presents a novel method for high-altitude terrain following photogrammetric mapping using Unmanned Aerial Vehicles (UAVs) that adapt their height to the terrain's morphology. Traditional grid missions in UAV mapping surveys use nadir photographs to cover an area of interest which is taken from a fixed height from the datum.Many times this leads to difficulties in flight mission and processing when hilly/undulated terrain is under consideration. The proposed solution addresses this by adjusting the UAV's flying height based on real-time terrain information gathered by a ran
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Touya, Guillaume, Hugo Boulze, Anouk Schleich, and Hervé Quinquenel. "Contour Lines Generation in Karstic Plateaus for Topographic Maps." Proceedings of the ICA 2 (July 10, 2019): 1–8. http://dx.doi.org/10.5194/ica-proc-2-133-2019.

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&lt;p&gt;&lt;strong&gt;Abstract.&lt;/strong&gt; Contour lines are a key features of topographic maps as they make the comprehension of terrain more easy. But they are no longer drawn by cartographers, they are mostly automatically derived from digital terrain models. Despite real progress in this automated derivation, some specific terrain landscapes remain incorrectly depicted with such techniques, and this is the case for karstic plateaus full of sinkholes. This paper proposes a specific automated method to derive better contour lines in plateaus, particularly around sinkholes. The process f
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Cai, Xingquan, Mengyao Xi, Nu Yu, Zhe Yang, and Haiyan Sun. "A Terrain Elevation Map Generation Method Based on Self-Attention Mechanism and Multifeature Sketch." Computational Intelligence and Neuroscience 2022 (March 29, 2022): 1–19. http://dx.doi.org/10.1155/2022/9481445.

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To address the issues of low efficiency in manual terrain feature map annotating and poor realism in terrain elevation map generation, this paper proposes a terrain elevation map generation method based on self-attention mechanism and multifeature sketch. Firstly, the proposed method extracts features from a terrain elevation map using an adaptive feature enhancement method. Afterwards, our method adds a self-attention mechanism to the generator and discriminator of conditional generative adversarial network to capture the global spatial features and generates a realistic terrain elevation map
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38

Volkmar, Georg, Dmitry Alexandrovsky, Asmus Eike Eilks, Dirk Queck, Marc Herrlich, and Rainer Malaka. "Effects of PCG on Creativity in Playful City-Building Environments in VR." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–20. http://dx.doi.org/10.1145/3549493.

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The use of procedural content generation (PCG) in the context of video games has increased over the years as it provides an economical way to generate game content whilst enhancing their variety and replayability. For city-building games, this approach is often utilized to predefine map layouts, terrains, or cityscapes for the player. One core aspect of facilitating enjoyment in these games comes from creative expressivity. PCG, in this context, may support creativity by lowering the technical complexity for content creation, or it may hinder creativity by taking away control and freedom from
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Song, Wei, Seoungjae Cho, Yulong Xi, Kyungeun Cho, and Kyhyun Um. "Real-Time Terrain Storage Generation from Multiple Sensors towards Mobile Robot Operation Interface." Scientific World Journal 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/769149.

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A mobile robot mounted with multiple sensors is used to rapidly collect 3D point clouds and video images so as to allow accurate terrain modeling. In this study, we develop a real-time terrain storage generation and representation system including a nonground point database (PDB), ground mesh database (MDB), and texture database (TDB). A voxel-based flag map is proposed for incrementally registering large-scale point clouds in a terrain model in real time. We quantize the 3D point clouds into 3D grids of the flag map as a comparative table in order to remove the redundant points. We integrate
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Tian, Yuan, and Feng Gao. "Efficient motion generation for a six-legged robot walking on irregular terrain via integrated foothold selection and optimization-based whole-body planning." Robotica 36, no. 3 (2017): 333–52. http://dx.doi.org/10.1017/s0263574717000418.

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SUMMARYIn this paper, an efficient motion planning method is proposed for a six-legged robot walking on irregular terrain. The method provides the robot with fast-generated free-gait motions to traverse the terrain with medium irregularities. We first of all introduce our six-legged robot with legs in parallel mechanism. After that, we decompose the motion planning problem into two main steps: first is the foothold selection based on a local footstep cost map, in which both terrain features and the robot mobility are considered; second is a whole-body configuration planner which casts the prob
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41

Levus, Ye V., P. Ya Pustelnyk, R. О. Moravskyi, and M. Yu Morozov. "Architecture of a distributed software system for procedural planetoid terrain generation." Ukrainian Journal of Information Technology 5, no. 1 (2023): 1–8. http://dx.doi.org/10.23939/ujit2023.01.001.

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The procedural generation of planetoids finds its place in the field of visualization of virtual worlds in video games, movies, and simulation tools. Due to the growing popularity of the application, the requirements for the quality, uniqueness, and scalability of visualization results are increasing, which, in turn, leads to higher requirements for hardware computing resources. This paper proposes a solution for the architecture of a software system for generating planetoid landscapes, based on a combination of a distributed computing system and the use of parallelism based on the Morsel-Driv
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Kosari, Amirreza, Hossein Maghsoudi, and Abolfazl Lavaei. "Path generation for flying robots in mountainous regions." International Journal of Micro Air Vehicles 9, no. 1 (2016): 44–60. http://dx.doi.org/10.1177/1756829316678877.

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In this paper, a new path planning method is proposed to resolve the problem of two-dimensional terrain following flight of flying robots in mountainous regions. The performance criteria considered for this mission design could include either the minimum vertical acceleration or the minimum flying time. To impose the terrain following/terrain avoidance constraints, various approaches such as least square method, Fourier series method, Gaussian estimation method, and Chebyshev orthogonal polynomial are explored. The resulting optimal control problem is discretized by employing a numerical techn
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43

Yu, Zhi Jing, Xiao Pan, and Wei Tian. "Multi-Texture Mapping on Terrain by the Constraints Based on Random Noise." Applied Mechanics and Materials 121-126 (October 2011): 976–80. http://dx.doi.org/10.4028/www.scientific.net/amm.121-126.976.

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The terrain in the virtual realistic environment will determine the scene generation level of realism. It has been a hot topic in computer graphics. In this paper, the analysis of the current generation of multi-terrain texture mapping method is carried out firstly. At the same time, the advantage and disadvantage of the method is pointed out. A new means is put forward. It is that while the gray images are proposed to provide terrain height field constraints, the image intensity information generated by the random noise is used as constraints to determine the random distribution information o
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MENDONÇA, R. L., and J. L. PORTUGAL. "Digital Terrain Model Generation from Filtering Data of LiDAR of Area With Rugged Terrain." Anuário do Instituto de Geociências - UFRJ 41, no. 3 (2018): 568–79. http://dx.doi.org/10.11137/2018_3_568_579.

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Musikhin, Vasilii, and Iurii Kurkov. "Generation of digital terrain model using radar photography." Вестник Пермского национального исследовательского политехнического университета. Геология. Нефтегазовое и горное дело 12, no. 9 (2013): 116–24. http://dx.doi.org/10.15593/2224-9923/2013.9.13.

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46

Lu, Ping, and Bion L. Pierson. "Optimal aircraft terrain-following analysis and trajectory generation." Journal of Guidance, Control, and Dynamics 18, no. 3 (1995): 555–60. http://dx.doi.org/10.2514/3.21422.

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Génevaux, Jean-David, Éric Galin, Eric Guérin, Adrien Peytavie, and Bedrich Benes. "Terrain generation using procedural models based on hydrology." ACM Transactions on Graphics 32, no. 4 (2013): 1–13. http://dx.doi.org/10.1145/2461912.2461996.

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Golubev, Kirill, Aleksander Zagarskikh, and Andrey Karsakov. "Dijkstra-based Terrain Generation Using Advanced Weight Functions." Procedia Computer Science 101 (2016): 152–60. http://dx.doi.org/10.1016/j.procs.2016.11.019.

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Tecław, Mateusz, and Maciej Szłapczyński. "Generation of Spatial Terrain Using the Hermes Editor." Pomiary Automatyka Robotyka 28, no. 2 (2024): 113–18. http://dx.doi.org/10.14313/par_252/113.

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The article presents the Hermes route editor in the context of automating the process of creating three-dimensional terrain. The classic approach to this issue was described, the problems present in this process were defined, and then areas suitable for automation were proposed. The following sections present the steps necessary to obtain source data from external, publicly available suppliers, as well as tools for processing them in order to generate and process semi finished products (data tiles). The article discusses a number of problems encountered in the process of automatic generation o
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Zhang, Wei, Chun Hua Zhang, and Yan Zhang. "On Real-Time Modeling of 3D Terrain Database." Advanced Materials Research 760-762 (September 2013): 1884–87. http://dx.doi.org/10.4028/www.scientific.net/amr.760-762.1884.

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With the uprising deployment of large-scale environmental simulations, as well as the wide applications of the GIS data in the simulation models, the traditional modeling methods have been difficult to meet the requirements of terrain generation of large areas. In this paper, we study a new terrain database modeling process based on Celerity/TerraVista, which uses the techniques of image compression, block optimization, and level of detail (LOD) , for terrain generation of large areas. Tis new modeling process has been applied in our independently developed simulation system and has achieved g
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