Begin forwarded message:
> From: "dpapa...@ymail.com" <dpapa...@gmail.com>
> Date: February 9, 2012 8:39:35 AM EST
> To: v...@yahoogroups.com
> Subject: [vtp] Color-based per-pixel blending of detail textures
> Reply-To: v...@yahoogroups.com
>
> Hello all,
>
> This is unrelated to the VTP per se, but I used to post in this list a long
> while ago and I remember it to be _the_ place to discuss terrain-related
> algorithms in general. This is a little technique to blend detail textures
> onto a terrain. Although it's quite simple and straightforward (to the point
> that I was very surprised not to find it
> already described on the net), it has some implications which make it very
> interesting (and which I didn't in fact foresee so that I 'stumbled' on them
> by accident). I'm therefore posting this here for the benefit of whomever it
> might concern. Feedback is always welcome.
>
> The link to the paper is here and a little abstract follows:
>
> http://www.nongnu.org/techne/research/blending/
>
> This paper describes a method for blending detail textures over terrain.
> Instead of using masks to define how much of each texture to blend into a
> given fragment of the terrain the color of the base texture is used. A color
> is assigned to each detail map used, for example some shade of green for
> grass, a shade of brown for soil, gray for rock and so on. Then, when
> rendering the terrain, at each output fragment each detail map is blended
> with a contribution inversely proportional to the ‘distance’ of the base
> texture color from the color assigned to the detail map in question. The
> blending can thus be defined 'intuitively' and per pixel so that the
> sharpness and definition as well as the diversity of the blend is not bound
> by the resolution of the base map. This is in addition to the fact that only
> one map is used for all detail textures instead of using one mask map _per_
> detail texture.
>
> Dimitris
>
>
>
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