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Feature-based volumetric terrain generation
- Source :
- I3D
- Publication Year :
- 2017
- Publisher :
- ACM, 2017.
-
Abstract
- Two-dimensional heightfields are the most common data structure used for storing and rendering of terrain in offline rendering and especially real-time computer graphics. By its very nature, a heightfield cannot store terrain structures with multiple vertical layers such as overhanging cliffs, caves, or arches. This restriction does not apply to volumetric data structures. However, the workflow of manual modelling and editing of volumetric terrain usually is tedious and very time-consuming. Therefore, we propose to use three-dimensional curve-based primitives to efficiently model prominent, large-scale terrain features. We present a technique for volumetric generation of a complete terrain surface from the sparse input data by means of diffusion-based algorithms. By combining an efficient, feature-based toolset with a volumetric terrain representation, the modelling workflow is accelerated and simplified while retaining the full artistic freedom of volumetric terrains. All stages of our method are GPU-accelerated using compute shaders to ensure interactive editing of terrain.
- Subjects :
- Computer science
business.industry
020207 software engineering
Terrain
02 engineering and technology
Terrain rendering
Data structure
GeneralLiterature_MISCELLANEOUS
Rendering (computer graphics)
Computer graphics
Workflow
Computer graphics (images)
0202 electrical engineering, electronic engineering, information engineering
Feature based
020201 artificial intelligence & image processing
Computer vision
Artificial intelligence
business
Shader
ComputingMethodologies_COMPUTERGRAPHICS
Subjects
Details
- Database :
- OpenAIRE
- Journal :
- Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
- Accession number :
- edsair.doi...........1a5d10b4d51ed76501cf9b70b0d1f8d8