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Feature-based volumetric terrain generation

Authors :
Guido Reina
Michael Becher
Michael Krone
Thomas Ertl
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.

Details

Database :
OpenAIRE
Journal :
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Accession number :
edsair.doi...........1a5d10b4d51ed76501cf9b70b0d1f8d8