Integration of vegetation

VWorldTerrain includes a vegetation management and rendering system which can be described as follows:

1- Vegetation variety:

VWorldTerrain interprets “vegetation cover “data in real-time ( cf the Databases management file) and simultaneously creates and implements all elements of the local vegetation typical of the rendered location (meadows, woods, fields…). Vegetation is “planted“ that way, by means of procedural functions that are able to generate an infinite number of natural elements. Vegetation cover” data also informs us about density. For example, a conifer forest will be either dense or sparse, depending on the area. 2- Rendering:

Each element has its own features, as to shape, colour and position, so as to avoid repeatedly displaying the selfsame element. Besides, relief, exposure, and pluviometry are also taken into account for the “planting” of elements. For example, there will be much more moss covering the ground in a high plateaux rainforest than in a dry climate area forest. 3- Dynamic management:

The DVR system also includes dynamic management:

- Wind has an impact on plant elements, depending on its force and direction. All elements have a separate bending resistance degree, some of them catch the wind very badly if they are more bulky, etc - The management of seasons also influences vegetation cover (leaves turning red and yellow in the fall, snow falling down in the winter, etc)