14 research outputs found
Extensible Terrain Generator
The goal of the Extensible Terrain Generator is to provide a flexible framework for experimentation with procedural terrain generation. This framework supports easy addition of new terrain generation algorithms, automatically generates UI elements to control their parameters, and even allows swapping out the entire underlying data structure with minimal effort. Terrain algorithms are decoupled from the actual terrain data structure, and as such either side can be changed with no need to modify the other.
A grid-based heightmap terrain data structure and a plate tectonics simulation algorithm are currently implemented, with an icosphere-based terrain data structure waiting to be swapped in—this will require no changes to the plate tectonics algorithm. Planned future additions include erosion simulation, meteor impacts, and volcanism.
Output is configurable per terrain data structure type, with the grid-based terrain outputting a grayscale heightmap suitable for import into a variety of applications
A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations
The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces
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A framework for local terrain deformation based on diffusion theory
Terrains have a key role in making outdoor virtual scenes believable and immersive as they form the support for every other natural element in the scene. Although important, terrains are often given limited interactivity in real-time applications. However, in nature, terrains are dynamic and interact with the rest of the environment changing shape on different levels, from tracks left by a person running on a gravel soil (micro-scale), to avalanches on the side of a mountain (macro-scale).
The challenge in representing dynamic terrains correctly is that the soil that forms them is vastly heterogeneous and behaves differently depending on its composition. This heterogeneity introduces difficulties at different levels in dynamic terrains simulations, from modelling the large amount of different elements that compose the oil to simulating their dynamic behaviour.
This work presents a novel framework to simulate multi-material dynamic terrains by taking into account the soil composition and its heterogeneity. In the proposed framework soil information is obtained from a material description map applied to the terrain mesh. This information is used to compute deformations in the area of interaction using a novel mathematical model based on diffusion theory. The deformations are applied to the terrain mesh in different ways depending on the distance of the area of interaction from the camera and the soil material. Deformations away from the camera are simulated by dynamically displacing normals. While deformations in a neighbourhood of the camera are represented by displacing the terrain mesh, which is locally tessellated to better fit the displacement. For gravel based soils the terrain details are added near the camera by reconstructing the meshes of the small rocks from the texture image, thus simulating both micro and macro-structure of the terrain.
The outcome of the framework is a realistic interactive dynamic terrain animation in real-time
Symmetry in 3D shapes - analysis and applications to model synthesis
Symmetry is an essential property of a shapes\u27 appearance and presents a source of information for structure-aware deformation and model synthesis. This thesis proposes feature-based methods to detect symmetry and regularity in 3D shapes and demonstrates the utilization of symmetry information for content generation. First, we will introduce two novel feature detection techniques that extract salient keypoints and feature lines for a 3D shape respectively. Further, we will propose a randomized, feature-based approach to detect symmetries and decompose the shape into recurring building blocks. Then, we will present the concept of docking sites that allows us to derive a set of shape operations from an exemplar and will produce similar shapes. This is a key insight of this thesis and opens up a new perspective on inverse procedural modeling. Finally, we will present an interactive, structure-aware deformation technique based entirely on regular patterns.Symmetrie ist eine essentielle Eigenschaft für das Aussehen eines Objekts und bietet eine Informationsquelle für strukturerhaltende Deformation und Modellsynthese. Diese Arbeit beschäftigt sich mit merkmalsbasierter Symmetrieerkennung in 3D-Objekten und der Synthese von 3D-Modellen mittels Symmetrieinformationen. Zunächst stellen wir zwei neue Verfahren zur Merkmalserkennung vor, die hervorstechende Punkte bzw. Linien in 3D-Objekten erkennen. Darauf aufbauend beschreiben wir einen randomisierten, merkmalsbasierten Ansatz zur Symmetrieerkennung, der ein Objekt in sich wiederholende Bausteine zerlegt. Des Weiteren führen wir ein Konzept zur Modifikation von Objekten ein, welches Andockstellen in Geometrie berechnet und zur Generierung von ähnlichen Objekten eingesetzt werden kann. Dieses Konzept eröffnet völlig neue Möglichkeiten für die Ermittlung von prozeduralen Regeln aus Beispielen. Zum Schluss präsentieren wir eine interaktive Technik zur strukturerhaltenden Deformation, welche komplett auf regulären Strukturen basiert
A 3D garment design and simulation system
Cataloged from PDF version of article.In this thesis study, a 3D graphics environment for virtual garment design and
simulation is presented. The proposed system enables the three dimensional
construction of a garment from its two dimensional cloth panels, for which the
underlying structure is a mass-spring model. Construction of the garment is performed
through cutting, boundary smoothing , seaming and scaling. Afterwards,
it is possible to do fitting on virtual mannequins like in the real life as if in a tailor’s
workshop. The behavior of cloth under different environmental conditions is
implemented applying a physically-based approach. As well as the simulation of
the draping of garments, efficient and realistic visualization of garments is an important
issue in cloth modelling. There are various material types and reflectance
properties for fabrics. We have implemented a number of material and rendering
options such as knitwear, woven cloth and standard shading methods such as
Gouraud shading. Performance results of the system are presented at the end.Durupınar, FundaM.S
Thin Viscous Films on Curved Geometries
The topic of this thesis is the evolution of thin viscous films on curved substrates. Using techniques from differential geometry, namely the exterior calculus of differential forms, and from optimization theory, in particular the theory of saddle point problems and the shape calculus, we reduce a variational form of the Stoke equations, which govern the flow, to a two dimensional optimization problem with a PDE constraint on the substrate. This reduction is analogous to the lubrication approximation of the classic thin film equation. We study the well-posedness of a, suitably regularised, version of this reduced model of the flow, using variational techniques. Furthermore, we study the well-posedness and convergence of time- and space-discrete versions of the model. The time discretization is based on the idea of the natural time discretization of a gradient flow, whereas the spatial discretization is done via suitably chosen finite element spaces. Finally, we present a particular implementation of the discrete scheme on subdivision surfaces, together with relevant numerical results
Représentation, modélisation et génération procédurale de terrains
Slides disponiblesSoutenance oral (présentation + questions) disponible sur demandeThis PhD (entitled "Representation, modelisation and procedural generation of terrains") is related to movie and videogames digital content creation, especially natural scenes.Our work is dedicated to handle and to generate landscapes efficently. We propose a new model based on a construction tree inside which the user can handle parts of the terrain intuitively. We also present techniques to efficently visualize such model. Finally, we present a new algorithm for generating large-scale terrains exhibiting hierarchical structures based on their hydrographic networks: elevation is generated in a broad compliance to water-tansport principles without having to resort on costly hydraulic simulations.Cette thèse (qui a pour intitulé "Représentation, modélisation et génération procédurale de terrains") a pour cadre la génération de contenus numériques destinés aux films et aux jeux-vidéos, en particulier les scènes naturelles.Nos travaux visent à représenter et à générer des terrains. Nous proposons, en particulier, un nouveau modèle de représentation qui s'appuie sur un arbre de construction et qui va permettre à l'utilisateur de manipuler des morceaux de terrain de façon intuitive. Nous présentons également des techniques pour visualiser ce modèle avec un maximum d'efficacité. Enfin nous développons un nouvel algorithme de génération de terrains qui construit de très grands reliefs possédant des structures hiérarchiques découlant d'un réseau hydrographique : le relief généré est conforme aux grands principes d'écoulement des eaux sans avoir besoin d'utiliser de coûteuses simulations d'érosion hydrique