Heightmap

Level fields designate in computer graphics, two-dimensional scalar fields describing an elevation relief. They are used in 3D computer graphics,

  • To parameterize to bump maps and thereby mimic a non-smooth surface,
  • Parameterize to displacement maps, thereby producing a non-smooth surface, or
  • To produce a ground, the height information is extracted from the card and converted into a 3D mesh.

For example, the height reliefs of landscapes and other surfaces can be described in terms of a height field.

The amount of information is often stored in a grayscale or color image format. This allows, for example, a graphics software easy to make changes in elevation. Due to the variety of graphics formats, the resolution can be selected as needed (usually in 8 -bit increments). Height fields are used by terrain rendering software or computer games. A competing technology are voxels which can also represent overhangs.

Representation

A height field can be described by an irregular network of points or triangles at a height map (English heightmap ). Often, however, it is also described with a superimposed ( regular ) grid of samples.

This comes as 3D computer games for use where reliefs are recorded in sampling for terrain models in geodesy or for eg computer graphics applications. This is possible with relatively little memory overhead presentation of realistic terrain.

Generation of height fields

Algorithms:

  • Diamond -square algorithm

Software:

  • Terragen - Terrain Renderer
  • Picogen - terrain renderer and height field editor
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