Path-based terrain texture generation for simulation environment systems and applications
OwnerKim GOOSSENSinventor
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OwnerKim GOOSSENSinventor
Estimating the term…
In various examples, path-based terrain texture generation for simulation environment systems and applications are provided. In some embodiments, a terrain surface tiling processor produces a textured terrain that may be shared with any number of ego agents operating within a simulation environment. The terrain surface tiling processor may receive map data defining structured navigable pathways within the simulation environment and generate a quadtree structure that instantiates mesh tiles based on a function of distance from pathway structures corresponding to the navigable pathways. Based on the quadtree structure, a simulation platform may render texture nodes that display a highest density image at distances closest to a pathway structure, and increasingly lower density texture images as a function of increasing distance from the pathway structure. The texture of the 3D terrain may be rendered by applying a texture image from a layer of a mipmap to nodes of each quadtree mesh tile.
One or more processors comprising processing circuitry to:
A system comprising one or more processors to:
A method comprising:
Dependencies are inferred from the claim text.