Automatic scenery object generation
First Claim
1. A method for automatically generating data defining a graphic object within a visual tile in an electronic simulation, comprising the steps of:
- (a) associating with the visual tile an annotation specifying a characteristic of the graphic object;
(b) pseudo-randomly determining a parameter of the graphic object that affects a visual appearance of the graphic object;
(c) including the annotation and the parameter in the data defining the graphic object within the visual tile;
(d) applying a first texture to the visual tile;
(e) masking at least a portion of the first texture with a second texture to create a composite texture;
(f) determining whether the annotation is disposed within a portion of the second texture of the composite texture; and
(g) excluding the graphic object from the electronic simulation if the annotation is disposed within the portion of the second texture of the composite texture.
2 Assignments
0 Petitions
Accused Products
Abstract
Data defining one or more graphic objects, such as buildings and vegetation, are automatically generated in a repeatable manner within each of a plurality of visual tiles of a simulated space. A seed is determined for a tile as a function of a location of the tile in the space. The seed is used to pseudo-randomly determine visually apparent characteristics of the graphic objects, such as position, height, and texture. A tile is preferably characterized by one or a combination of texture classes, such as vegetated and urban. Any tile can be associated with an annotation that specifies other characteristics of an object, such as its footprint, or of a sub-area within which objects will be depicted in the tile and rendered with the randomly determined characteristics. For multi-class tiles, the annotations are used to mask automatically generated graphic objects from undesired portions of the tile.
42 Citations
27 Claims
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1. A method for automatically generating data defining a graphic object within a visual tile in an electronic simulation, comprising the steps of:
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(a) associating with the visual tile an annotation specifying a characteristic of the graphic object; (b) pseudo-randomly determining a parameter of the graphic object that affects a visual appearance of the graphic object; (c) including the annotation and the parameter in the data defining the graphic object within the visual tile; (d) applying a first texture to the visual tile; (e) masking at least a portion of the first texture with a second texture to create a composite texture; (f) determining whether the annotation is disposed within a portion of the second texture of the composite texture; and (g) excluding the graphic object from the electronic simulation if the annotation is disposed within the portion of the second texture of the composite texture. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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16. A system for automatically generating data defining a graphic object within a visual tile in an electronic simulation, comprising:
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(a) a processor; and (b) a memory in communication with the processor and storing machine instructions that cause the processor to; (i) associate with the visual tile, an annotation specifying a characteristic of the graphic object; (ii) pseudo-randomly determine a parameter of the graphic object that affects a visual appearance of the graphic object; (iii) include the annotation and the parameter in the data defining the graphic object within the visual tile; (iv) apply a first texture to the visual tile; (v) mask at least a portion of the first texture with a second texture to create a composite texture; (vi) determine whether the annotation is disposed within a portion of the second texture of the composite texture; and (vii) exclude the graphic object from the electronic simulation if the annotation is disposed within the portion of the second texture of the composite texture. - View Dependent Claims (17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27)
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Specification