3,881 research outputs found

    Transition Contour Synthesis with Dynamic Patch Transitions

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    In this article, we present a novel approach for modulating the shape of transitions between terrain materials to produce detailed and varied contours where blend resolution is limited. Whereas texture splatting and blend mapping add detail to transitions at the texel level, our approach addresses the broader shape of the transition by introducing intermittency and irregularity. Our results have proven that enriched detail of the blend contour can be achieved with a performance competitive to existing approaches without additional texture, geometry resources, or asset preprocessing. We achieve this by compositing blend masks on-the-fly with the subdivision of texture space into differently sized patches to produce irregular contours from minimal artistic input. Our approach is of particular importance for applications where GPU resources or artistic input is limited or impractical

    Distributed texture-based terrain synthesis

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    Terrain synthesis is an important field of Computer Graphics that deals with the generation of 3D landscape models for use in virtual environments. The field has evolved to a stage where large and even infinite landscapes can be generated in realtime. However, user control of the generation process is still minimal, as well as the creation of virtual landscapes that mimic real terrain. This thesis investigates the use of texture synthesis techniques on real landscapes to improve realism and the use of sketch-based interfaces to enable intuitive user control

    Real-time transition texture synthesis for terrains.

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    Depicting the transitions where differing material textures meet on a terrain surface presents a particularly unique set of challenges in the field of real-time rendering. Natural landscapes are inherently irregular and composed of complex interactions between many different material types of effectively endless detail and variation. Although consumer grade graphics hardware is becoming ever increasingly powerful with each successive generation, terrain texturing remains a trade-off between realism and the computational resources available. Technological constraints aside, there is still the challenge of generating the texture resources to represent terrain surfaces which can often span many hundreds or even thousands of square kilometres. To produce such textures by hand is often impractical when operating on a restricted budget of time and funding. This thesis presents two novel algorithms for generating texture transitions in realtime using automated processes. The first algorithm, Feature-Based Probability Blending (FBPB), automates the task of generating transitions between material textures containing salient features. As such features protrude through the terrain surface FBPB ensures that the topography of these features is maintained at transitions in a realistic manner. The transitions themselves are generated using a probabilistic process that also dynamically adds wear and tear to introduce high frequency detail and irregularity at the transition contour. The second algorithm, Dynamic Patch Transitions (DPT), extends FBPB by applying the probabilistic transition approach to material textures that contain no salient features. By breaking up texture space into a series of layered patches that are either rendered or discarded on a probabilistic basis, the contour of the transition is greatly increased in resolution and irregularity. When used in conjunction with high frequency detail techniques, such as alpha masking, DPT is capable of producing endless, detailed, irregular transitions without the need for artistic input

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    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

    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

    Creating walk-through images from a video sequence of a dynamic scene

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    A comprehensive scheme for creating walk-through images from a video sequence by generalizing the idea of tour into the picture (TIP) was discussed. The proposed scheme was designed to incorporate a new modeling scheme on a vanishing circle identified in the video and an automatic background detection from the video. This scheme let users experience the feel of navigating into a video sequence with their own interpretation and imagination about a given scene. The proposed scheme covers several types of video films of dynamic scenes such as sports coverage, cartoon animation and movie films in which object continuously change shapes and locations

    Fast, Realistic Terrain Synthesis

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    The authoring of realistic terrain models is necessary to generate immersive virtual environments for computer games and film visual effects. However, creating these landscapes is difficult – it usually involves an artist spending many hours sculpting a model in a 3D design program. Specialised terrain generation programs exist to rapidly create artificial terrains, such as Bryce (2013) and Terragen (2013). These make use of complex algorithms to pseudo-randomly generate the terrains, which can then be exported into a 3D editing program for fine tuning. Height-maps are a 2D data-structure, which stores elevation values, and can be used to represent terrain data. They are also a common format used with terrain generation and editing systems. Height-maps share the same storage design as image files, as such they can be viewed like any picture and image transformation algorithms can be applied to them. Early techniques for generating terrains include fractal generation and physical simulation. These methods proved difficult to use as the algorithms were manipulated with a set of parameters. However, the outcome from changing the values is not known, which results in the user changing values over several iterations to produce their desired terrain. An improved technique brings in a higher degree of user control as well as improved realism, known as texture-based terrain synthesis. This borrows techniques from texture synthesis, which is the process of algorithmically generating a larger image from a smaller sample image. Texture-based terrain synthesis makes use or real-world terrain data to produce highly realistic landscapes, which improves upon previous techniques. Recent work in texture-based synthesis has focused on improving both the realism and user control, through the use of sketching interfaces. We present a patch-based terrain synthesis system that utilises a user sketch to control the location of desired terrain features, such as ridges and valleys. Digital Elevation Models (DEMs) of real landscapes are used as exemplars, from which candidate patches of data are extracted and matched against the user’s sketch. The best candidates are merged seamlessly into the final terrain. Because real landscapes are used the resulting terrain appears highly realistic. Our research contributes a new version of this approach that employs multiple input terrains and acceleration using a modern Graphics Processing Unit (GPU). The use of multiple inputs increases the candidate pool of patches and thus the system is capable of producing more varied terrains. This addresses the limitation where supplying the wrong type of input terrain would fail to synthesise anything useful, for example supplying the system with a mountainous DEM and expecting deep valleys in the output. We developed a hybrid multithreaded CPU and GPU implementation that achieves a 45 times speedup

    Customizing Experiences for Mobile Virtual Reality

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    A criação manual de conteúdo para um jogo é um processo demorado e trabalhoso que requer um conjunto de habilidades diversi cado (normalmente designers, artistas e programadores) e a gestão de diferentes recursos (hardware e software especializados). Dado que o orçamento, tempo e recursos são frequentemente muito limitados, os projetos poderiam bene ciar de uma solução que permitisse poupar e investir noutros aspectos do desenvolvimento. No contexto desta tese, abordamos este desa o sugerindo a criação de pacotes especí cos para a geração de conteúdo per sonalizável, focados em aplicações de Realidade Virtual (RV) móveis. Esta abordagem divide o problema numa solução com duas facetas: em primeiro lugar, a Geração Procedural de Conteúdo, alcançada através de métodos convencionais e pela utilização inovadora de Grandes Modelos de Lin guagem (normalmente conhecidos por Large Language Models). Em segundo lugar, a Co-Criação de Conteúdo, que enfatiza o desenvolvimento colaborativo de conteúdo. Adicionalmente, dado que este trabalho se foca na compatibilidade com RV móvel, as limitações de hardware associadas a capacetes de RV autónomos (standalone VR Headsets) e formas de as ultrapassar são também abordadas. O conteúdo será gerado utilizando métodos actuais em geração procedural e facilitando a co-criação de conteúdo pelo utilizador. A utilização de ambas estas abordagens resulta em ambi entes, objectivos e conteúdo geral mais re-jogáveis com muito menos desenho. Esta abordagem está actualmente a ser aplicada no desenvolvimento de duas aplicações de RV distintas. A primeira, AViR, destina-se a oferecer apoio psicológico a indivíduos após a perda de uma gravidez. A se gunda, EmotionalVRSystem, visa medir as variações nas respostas emocionais dos participantes induzidas por alterações no ambiente, utilizando tecnologia EEG para leituras precisas

    06221 Abstracts Collection -- Computational Aestethics in Graphics, Visualization and Imaging

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    From 28.05.06 to 02.06.06, the Dagstuhl Seminar 06221 ``Computational Aesthetics in Graphics, Visualization and Imaging\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    StyleDEM: a Versatile Model for Authoring Terrains

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    Many terrain modelling methods have been proposed for the past decades, providing efficient and often interactive authoring tools. However, they generally do not include any notion of style, which is a critical aspect for designers in the entertainment industry. We introduce StyleDEM, a new generative adversarial network method for terrain synthesis and authoring, with a versatile toolbox of authoring methods with style. This method starts from an input sketch or an existing terrain. It outputs a terrain with features that can be authored using interactive brushes and enhanced with additional tools such as style manipulation or super-resolution. The strength of our approach resides in the versatility and interoperability of the toolbox
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