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Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders

机译:噪声建模器:通过连续生成和编译GPU着色器的过程地形的交互式编辑器和库

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In online procedural generation, content is generated as the game is running on the consumers computer. Our GPU-based Noise Modeler composites noise and other functions through a flow-graph editor similar to the ones used by procedural shader editors and offline terrain generators. Our framework enables non-programmers to edit models for procedural terrain while observing the effect of changes immediately in a real-time preview. Each time a change is made to the model, a corresponding GLSL shader function is automatically generated. The shader is then compiled, and used to render a real-time terrain preview.
机译:在在线过程生成中,内容在游戏在消费者计算机上运行时生成。我们基于GPU的Noise Modeler通过流程图编辑器合成了噪声和其他功能,类似于程序着色器编辑器和脱机地形生成器所使用的功能。我们的框架使非程序员可以编辑过程地形的模型,同时在实时预览中立即观察更改的影响。每次更改模型时,都会自动生成相应的GLSL着色器功能。然后编译着色器,并将其用于渲染实时地形预览。

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