661 research outputs found

    Desertscape Simulation

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    International audienceWe present an interactive aeolian simulation to author hot desert scenery. Wind is an important erosion agent in deserts which, despite its importance, has been neglected in computer graphics. Our framework overcomes this and allows generating a variety of sand dunes, including barchans, longitudinal and anchored dunes, and simulates abrasion which erodes bedrock and sculpts complex landforms. Given an input time varying high altitude wind field, we compute the wind field at the surface of the terrain according to the relief, and simulate the transport of sand blown by the wind. The user can interactively model complex desert landscapes, and control their evolution throughout time either by using a varietyof interactive brushes or by prescribing events along a user-defined time-line

    Realistic reconstruction and rendering of detailed 3D scenarios from multiple data sources

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    During the last years, we have witnessed significant improvements in digital terrain modeling, mainly through photogrammetric techniques based on satellite and aerial photography, as well as laser scanning. These techniques allow the creation of Digital Elevation Models (DEM) and Digital Surface Models (DSM) that can be streamed over the network and explored through virtual globe applications like Google Earth or NASA WorldWind. The resolution of these 3D scenes has improved noticeably in the last years, reaching in some urban areas resolutions up to 1m or less for DEM and buildings, and less than 10 cm per pixel in the associated aerial imagery. However, in rural, forest or mountainous areas, the typical resolution for elevation datasets ranges between 5 and 30 meters, and typical resolution of corresponding aerial photographs ranges between 25 cm to 1 m. This current level of detail is only sufficient for aerial points of view, but as the viewpoint approaches the surface the terrain loses its realistic appearance. One approach to augment the detail on top of currently available datasets is adding synthetic details in a plausible manner, i.e. including elements that match the features perceived in the aerial view. By combining the real dataset with the instancing of models on the terrain and other procedural detail techniques, the effective resolution can potentially become arbitrary. There are several applications that do not need an exact reproduction of the real elements but would greatly benefit from plausibly enhanced terrain models: videogames and entertainment applications, visual impact assessment (e.g. how a new ski resort would look), virtual tourism, simulations, etc. In this thesis we propose new methods and tools to help the reconstruction and synthesis of high-resolution terrain scenes from currently available data sources, in order to achieve realistically looking ground-level views. In particular, we decided to focus on rural scenarios, mountains and forest areas. Our main goal is the combination of plausible synthetic elements and procedural detail with publicly available real data to create detailed 3D scenes from existing locations. Our research has focused on the following contributions: - An efficient pipeline for aerial imagery segmentation - Plausible terrain enhancement from high-resolution examples - Super-resolution of DEM by transferring details from the aerial photograph - Synthesis of arbitrary tree picture variations from a reduced set of photographs - Reconstruction of 3D tree models from a single image - A compact and efficient tree representation for real-time rendering of forest landscapesDurant els darrers anys, hem presenciat avenços significatius en el modelat digital de terrenys, principalment gràcies a tècniques fotogramètriques, basades en fotografia aèria o satèl·lit, i a escàners làser. Aquestes tècniques permeten crear Models Digitals d'Elevacions (DEM) i Models Digitals de Superfícies (DSM) que es poden retransmetre per la xarxa i ser explorats mitjançant aplicacions de globus virtuals com ara Google Earth o NASA WorldWind. La resolució d'aquestes escenes 3D ha millorat considerablement durant els darrers anys, arribant a algunes àrees urbanes a resolucions d'un metre o menys per al DEM i edificis, i fins a menys de 10 cm per píxel a les fotografies aèries associades. No obstant, en entorns rurals, boscos i zones muntanyoses, la resolució típica per a dades d'elevació es troba entre 5 i 30 metres, i per a les corresponents fotografies aèries varia entre 25 cm i 1m. Aquest nivell de detall només és suficient per a punts de vista aeris, però a mesura que ens apropem a la superfície el terreny perd tot el realisme. Una manera d'augmentar el detall dels conjunts de dades actuals és afegint a l'escena detalls sintètics de manera plausible, és a dir, incloure elements que encaixin amb les característiques que es perceben a la vista aèria. Així, combinant les dades reals amb instàncies de models sobre el terreny i altres tècniques de detall procedural, la resolució efectiva del model pot arribar a ser arbitrària. Hi ha diverses aplicacions per a les quals no cal una reproducció exacta dels elements reals, però que es beneficiarien de models de terreny augmentats de manera plausible: videojocs i aplicacions d'entreteniment, avaluació de l'impacte visual (per exemple, com es veuria una nova estació d'esquí), turisme virtual, simulacions, etc. En aquesta tesi, proposem nous mètodes i eines per ajudar a la reconstrucció i síntesi de terrenys en alta resolució partint de conjunts de dades disponibles públicament, per tal d'aconseguir vistes a nivell de terra realistes. En particular, hem decidit centrar-nos en escenes rurals, muntanyes i àrees boscoses. El nostre principal objectiu és la combinació d'elements sintètics plausibles i detall procedural amb dades reals disponibles públicament per tal de generar escenes 3D d'ubicacions existents. La nostra recerca s'ha centrat en les següents contribucions: - Un pipeline eficient per a segmentació d'imatges aèries - Millora plausible de models de terreny a partir d'exemples d’alta resolució - Super-resolució de models d'elevacions transferint-hi detalls de la fotografia aèria - Síntesis d'un nombre arbitrari de variacions d’imatges d’arbres a partir d'un conjunt reduït de fotografies - Reconstrucció de models 3D d'arbres a partir d'una única fotografia - Una representació compacta i eficient d'arbres per a navegació en temps real d'escenesPostprint (published version

    Coherent multi-layer landscape synthesis

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    We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary built from exemplars to synthesize high-resolution fully featured terrains from input low-resolution elevation data. Our example-based method consists in analyzing real-world terrain examples and learning the procedural rules directly from these inputs. We take into account not only the elevation of the terrain, but also additional layers such as the slope, orientation, drainage area, the density and distribution of vegetation, and the soil type. By increasing the variety of terrain exemplars, our method allows the user to synthesize and control different types of landscapes and biomes, such as temperate or rain forests, arid deserts and mountains.Peer ReviewedPostprint (author's final draft

    Methods for Procedural Terrain Generation

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    Procedural generation has been utilized in the automatic generation of data for a long time. This automated processing has been utilized in the entertainment industry as well as in research work in order to be able to quickly produce large amounts of just the kind of data needed, for example, in system testing. In this thesis, we examine different ways to utilize procedural generation to produce different synthetic terrains. First, we will take a closer look at what procedural generation is, where it originally started, and where it was utilized. From this we move on to look at how this technology is utilized in the creation of terrains and what terrain is generally visually required. From this we move on to look at different ways to implement terrain generation. As part of this thesis, we have selected three methods and implemented our own implementations for terrain generation. We look at the performance of these implementations, and what a test group thinks about those synthetic terrains. The results obtained from this are analyzed and presented at the end of the thesis.Proseduraalista generointia on hyödynnetty datan automaattisessa tuottamisessa jo pitkään. Tätä automatisoitua prosessointia on niin hyödynnetty viihdeteollisuudessa kuin tutkimustyössä, jotta ollaan voitu tuottaa nopeasti suuria määriä juuri sellaista dataa kuin tarvitaan esimerkiksi järjestelmän testauksessa. Tässä tutkielmassa tarkastellaan erilaisia tapoja hyödyntää proseduraalista generointia erilaisten synteettisten maastojen tuottamiseksi. Aluksi tutustutaan hieman tarkemmin siihen mitä proseduraalinen generointi on, mistä se on alunperin lähtenyt ja mihin sitä on hyödynnetty. Tästä siirrytään tarkastelemaan miten kyseistä tekniikkaa hyödynnetään maastojen luomisessa ja mitä maastoilta yleensä visuaalisesti vaaditaan. Tästä siirrytään tarkastelemaan eri tapoja toteuttaa maaston generointia. Osana tätä tutkielmaa, on valittu kolme menetelmää ja laadittu niistä kullekin oma toteutus maaston generointiin. Työssä tarkastellaan näiden toteutusten suoritustuloksia, ja mitä mieltä testiryhmä on kyseisistä synteettisistä maastoista. Saadut tulokset ja niiden analyyysi esitellään tutkielman lopussa

    Procedural modeling of plant ecosystems maximizing vegetation cover

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    Vegetation plays a major role in the realistic display of outdoor scenes. However, manual plant placement can be tedious. For this reason this paper presents a new proposal in the field of procedural modeling of natural scenes. This method creates plant ecosystems that maximizes the covered space by optimizing an objective function subject to a series of constraints defined by a system of inequalities. This system includes the constraints of the environment taking into account characteristics of the terrain and the plant species involved. Once the inequality system has been defined, a solution will be obtained that tries to maximize the radius of the projected area of the trees and therefore the extension of the vegetation cover on the ground. The technique eliminates the trees that do not achieve a minimum growth radius, simulating the typical competitive process of nature. Results show the good performance and the high visual quality of the ecosystems obtained by the proposed technique. The use of this kind of optimization techniques could be used to solve other procedural modeling problems in other fields of application.Funding for open access charge: CRUE-Universitat Jaume

    Efficient modeling of entangled details for natural scenes

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    Proceedings of Pacific Graphics 2016 (Okinawa)International audienceDigital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles orentangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details suchas grass tufts, stones, leaves or twigs. Our approach takes advantage of the observation that those details can be approximatedby replications of a few similar objects and therefore relies on mass-instancing. We propose an original structure, the GhostTile, that stores a huge number of overlapping candidate objects in a tile, along with a pre-computed collision graph. Detailsare created by traversing the scene with the Ghost Tile and generating instances according to user-defined density fields thatallow to sculpt layers and piles of entangled objects while providing control over their density and distribution
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