Heightmap

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A heightmap created with Terragen Heightmap.png
A heightmap created with Terragen
The same heightmap converted to a 3D mesh and rendered with Anim8or Heightmap rendered.png
The same heightmap converted to a 3D mesh and rendered with Anim8or

In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh.

Contents

A heightmap contains one channel interpreted as a distance of displacement or "height" from the "floor" of a surface and sometimes visualized as luma of a grayscale image, with black representing minimum height and white representing maximum height. When the map is rendered, the designer can specify the amount of displacement for each unit of the height channel, which corresponds to the “contrast” of the image. Heightmaps can be stored by themselves in existing grayscale image formats, with or without specialized metadata, or in specialized file formats such as Daylon Leveller, GenesisIV and Terragen documents.

One may also exploit the use of individual color channels to increase detail. For example, a standard RGB 8-bit image can only show 256 values of grey and hence only 256 heights. By using colors, a greater number of heights can be stored (for a 24-bit image, 2563 = 16,777,216 heights can be represented (2564 = 4,294,967,296 if the alpha channel is also used)). This technique is especially useful where height varies slightly over a large area. Using only grey values, because the heights must be mapped to only 256 values, the rendered terrain appears flat, with "steps" in certain places.

Height map of planet earth at 2km per pixel, including oceanic bathymetry information, normalized as 8-bit grayscale World elevation map.png
Height map of planet earth at 2km per pixel, including oceanic bathymetry information, normalized as 8-bit grayscale

Heightmaps are commonly used in geographic information systems, where they are called digital elevation models.

Creation

Heightmaps can be created by hand with a classical paint program or a special terrain editor. These editors visualize the terrain in 3D and allow the user to modify the surface. Normally there are tools to raise, lower, smooth or erode the terrain. Another way to create a terrain is to use a terrain generation algorithm. This can be for example a 2D simplex noise function [1] or by diffusion-limited aggregation. [2] Another method is to reconstruct heightmaps from real world data, for example using synthetic aperture radar. [3]

Use

Heightmaps are widely used in terrain rendering software and modern video games. Heightmaps are an ideal way to store digital terrain elevations; compared to a regular polygonal mesh, they require substantially less memory for a given level of detail. Most modern 3D computer modelling programs are capable of using data from heightmaps in the form of bump, normal, or displacement maps to quickly and precisely create complex terrain and other surfaces.

In the earliest games using software rendering, the elements often represented heights of columns of voxels rendered with ray casting. In most newer games, the elements represent the height coordinate of polygons in a mesh.

Rendering software

Generating software

Trivia

Although the terms heightmap and heightfield are often indistinguishable from each other, there is still a small difference in the terms. Heightmap comes from the mathematical term 'map' and heightfield comes from the mathematical term 'vector field'. Heightmap is the more correct description because most heightfields are not a (vector) field in mathematical terms but they are always a map (in mathematical terms as well as in the visual representation).

See also

Related Research Articles

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<span class="mw-page-title-main">Texture mapping</span> Method of defining surface detail on a computer-generated graphic or 3D model

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<span class="mw-page-title-main">Bump mapping</span> Texturing technique for bumps/wrinkles in computer graphics

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<span class="mw-page-title-main">Voxel</span> Element representing a value on a grid in three dimensional space

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<span class="mw-page-title-main">Ray casting</span> Methodological basis for 3D CAD/CAM solid modeling and image rendering

Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980. His paper, "Ray Casting for Modeling Solids", describes modeled solid objects by combining primitive solids, such as blocks and cylinders, using the set operators union (+), intersection (&), and difference (-). The general idea of using these binary operators for solid modeling is largely due to Voelcker and Requicha's geometric modelling group at the University of Rochester. See solid modeling for a broad overview of solid modeling methods. This figure on the right shows a U-Joint modeled from cylinders and blocks in a binary tree using Roth's ray casting system in 1979.

<span class="mw-page-title-main">Terragen</span> Scenery generator software

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<span class="mw-page-title-main">Volume rendering</span> Representing a 3D-modeled object or dataset as a 2D projection

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<span class="mw-page-title-main">Parallax mapping</span> Texture mapping technique

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<span class="mw-page-title-main">Polygonal modeling</span> Object modeling method

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<span class="mw-page-title-main">ZBrush</span> Digital sculpting tool

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<span class="mw-page-title-main">Terrain cartography</span> Representation of surface shape on maps

Terrain cartography or relief mapping is the depiction of the shape of the surface of the Earth on a map, using one or more of several techniques that have been developed. Terrain or relief is an essential aspect of physical geography, and as such its portrayal presents a central problem in cartographic design, and more recently geographic information systems and geovisualization.

<span class="mw-page-title-main">3D computer graphics</span> Graphics that use a three-dimensional representation of geometric data

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<span class="mw-page-title-main">Scenery generator</span> Type of software

A scenery generator is software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes. If not using procedural generation to create the landscapes, then normally a 3D artist would render and create the landscapes. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm.

<span class="mw-page-title-main">Grome</span> 3D terrain generation software

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<span class="mw-page-title-main">Picogen</span>

Picogen is a rendering system for the creation and rendering of artificial terrain, based on ray tracing. It is free software.

<span class="mw-page-title-main">Modo (software)</span> Software

Modo is a polygon and subdivision surface modeling, sculpting, 3D painting, animation and rendering package developed by Luxology, LLC, which is now merged with and known as Foundry. The program incorporates features such as n-gons and edge weighting, and runs on Microsoft Windows, Linux and macOS platforms.

<span class="mw-page-title-main">3D modeling</span> Form of computer-aided engineering

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

<span class="mw-page-title-main">Displacement mapping</span> Computer graphics technique

Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry.

This is a glossary of terms relating to computer graphics.

References

  1. Artificial Terrain Generation
  2. DLA based Terrains
  3. Kirscht, Martin, and Carsten Rinke. "3D Reconstruction of Buildings and Vegetation from Synthetic Aperture Radar (SAR) Images." MVA. 1998.