home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Turnbull China Bikeride
/
Turnbull China Bikeride - Disc 2.iso
/
STUTTGART
/
MAGAZINE
/
GERMAN
/
HARDLINE
/
HL-03-94
/
!HL-03-94
/
Pages0040
/
005D_TXT
< prev
next >
Wrap
Text File
|
1994-07-17
|
978b
|
26 lines
----------------------------------------------------------------------------
Voxel landscapes and How I did it
---------------------------------
This document describes the method I used in my demo of a Martian terrain,
which can be found at garbo.uwasa.fi:/pc/demo/mars10.zip.
It's similar to a floating horizon hidden line removal algorithm, so you'll
find discussion of the salient points in many computer graphics books. The
difference is the vertical line interpolation.
First, some general points:
---------------------------
The map is a 256x256 grid of points, each having and 8-bit integer height
and a colour. The map wraps round such that, calling w(u,v) the height at
(u,v), then w(0,0)=w(256,0)=w(0,256)=w(256,256). w(1,1)=w(257,257), etc.
Map co-ords: (u,v) co-ordinates that describe a position on the map. The
map can be thought of as a height function w=f(u,v) sampled discretely.
Screen co-ords: (x,y) co-ordinates for a pixel on the screen.