Questions tagged [heightmap]

Heightmap is texture containing individual heights used to store terrain data.

Heightmaps textures are used to store geometric detail like terrain, object surface etc. It is used to simplify manipulation of such geometry and even speed up its rendering (if mesh generation moved into shaders).

In case the heightmap is stored in common raster image formats then for proper geometry restoration we need also additional info like: scale,position and orientation for such textures which are not stored in them. So those are usually stored in some separate config file, encoded into filename, or hardcoded into application that uses them.

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How does HERE maps 3D work with its heightmaps?

I have seen the work of HERE Maps 3D, which uses WebGL: live demo: http://here.com/45.4382049,12.3281023,18.51,124,75,3d.day It's look like, that it's a technique similar to the heghtmaps. I wonder, how does it work, exactly for building extruding…
user4124520
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Generate terrain with less chaotic noise

I made a heightmap generator which uses gradient/value noise to generate a terrain. The problem is, that the height map is too chaotic to look realistic. Here's what I am talking about: Here's the map without the colors: I used a 257x257 grid…
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OpenGL: optimal way to draw environment from height array?

So I am writing a openGL program with height-mapping to make a 3D out-door environment. As with all height-mapping each point is the same distance from its neighbor in the x&z axis, but the y axis differs for each vertex depending on the heightmap…
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Generating a heightMap without an Image

I want to make a world generator so that every time I load it, it generates a new heightmap. To do this I'm using a 2D integer array. The dimensions are the x, z, and the height (y). Is there some simple generation algorithm that will randomize the…
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Java heightmap using lwjgl

I have coded a heightmap but it seems to lag the client. I just don't know how to increase the fps. I get about 3-6fps with the heightmap. Im using a quite large bmp for the heightmap, I think its 1024x1024. When i use a smaller on its fine, maybe…
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With C++ and Qt how do I display a 16-bit raw file as an image?

I am looking to display heightmaps from the video game Battlefield 2 as images in my application. I am new to C++ and Qt and it might be straight forward but what I am having trouble with is displaying a grayscale 16-bit 1025x1025 2101250 bytes…
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Generating Heightmap from Image with GLSL Shader

Lately I've been playing around with webGl and I stumbled across a cool little demo here (source here) that I'd like to alter slightly to get some cool results. I'm interested in changing the way the terrain is generated. Instead of layering 10…
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Mandelbrot set reaches to its limit way too soon

im calculating mandelbrot set, with the ability of zooming and printing it to the screen using OpenGL. as you know mandelbrot set is defined by a rectangle(top right point and bottom left point) and every time i 'zoom in' and 'zoom out' i change…
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OpenGL height-map painting using CUDA VBO

I've asked several questions regarding VBO previously here and from the comments i had received i decided that a new approach must be taken. To put it simply - I'm trying to draw the Mandelbrot set which is defined on a large FLOAT array, around…
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Diamond-Square algorithm gives a heightMap with square lines and a lot of black space

I'm working on implementation of the Diamond-square algorithm but the outcoming heightmap looks strange like some points are not filled: I've tried to change for stateents but I still can't find where these points can be missed. Here is my code of…
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Reserve-Step Algorithm / Anti-Banding Algorithm for Terrain?

I took the data from here (Nasa - Topography) and here (Nasa - Bathymetric) and used it to create a 3D model of the Earth's entire surface (both above and below water). Here's what I got: As you can see, it is super jagged. The problem is that due…
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How to smooth a wide stepped bitmap?

I have 2D data with steps of different heights with different spacings. I want to reverse the quantisation and recreate an approximation of the original surface. Example of heavily stepped data, and desired smooth result I don't mind if there are…
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How to efficiently find co-planar point in array of 3D points (Terrain)

I am representing a terrain using a two dimensional array height map (500x500) where points are 1 unit apart (1 unit = 1 meter in this case). I am also representing a player using a 3D-point which is represented as (x-float,y-float,z-float). Since…
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How to create a heightmap using intel realsense d435

Sorry for my bad english and also i am new hew here. I have a intel d435 depth camera and a raspberry pi and a diy rc style car which i run using the raspberry pi onboard. I have put aruco markers at specific places in my room.Using these and a…
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Straight line to curved

I am trying to come up with a technique to generate a height map for a meteor crater. I'm trying to keep is small and simple at the moment, and have a simple algorithm where the centre of the crater is marked, and within its radius, pixels around…
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