5,416 research outputs found

    Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

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    International audienceAt large scale, landscapes result from the combination of two major processes: tectonics which generate the main relief through crust uplift, and weather which accounts for erosion. This paper presents the first method in computer graphics that combines uplift and hydraulic erosion to generate visually plausible terrains. Given a user-painted uplift map, we generate a stream graph over the entire domain embedding elevation information and stream flow. Our approach relies on the stream power equation introduced in geology for hydraulic erosion. By combining crust uplift and stream power erosion we generate large realistic terrains at a low computational cost. Finally, we convert this graph into a digital elevation model by blending landform feature kernels whose parameters are derived from the information in the graph. Our method gives high-level control over the large scale dendritic structures of the resulting river networks, watersheds, and mountains ridges

    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

    Fast Hydraulic Erosion Simulation and Visualization on GPU

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    International audienceNatural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we present a new method to model the hydraulic erosion phenomenon which runs at interactive rates on today's computers. The method is based on the velocity field of the running water, which is created with an efficient shallow-water fluid model. The velocity field is used to calculate the erosion and deposition process, and the sediment transportation process. The method has been carefully designed to be implemented totally on GPU, and thus takes full advantage of the parallelism of current graphics hardware. Results from experiments demonstrate that our method is effective and efficient. It can create realistic erosion effects by rainfall and river flows, and produce fast simulation results for terrains with large sizes

    Interactive Procedural Modelling of Coherent Waterfall Scenes

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    International audienceCombining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of the waterfalls. We present the first solution for the interactive procedural design of coherent waterfall scenes. Our system combines vectorial editing, where the user assembles elements to create a waterfall network over an existing terrain, with a procedural model that parametrizes these elements from hydraulic exchanges; enforces consistency between the terrain and the flow; and generates detailed geometry, animated textures and shaders for the waterfalls and their surroundings. The tool is interactive, yielding visual feedback after each edit

    First Person Sketch-based Terrain Editing

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    International audienceWe present a new method for first person sketch-based editing of terrain models. As in usual artistic pictures, the input sketch depicts complex silhouettes with cusps and T-junctions, which typically correspond to non-planar curves in 3D. After analysing depth constraints in the sketch based on perceptual cues, our method best matches the sketched silhouettes with silhouettes or ridges of the input terrain. A specific deformation algorithm is then applied to the terrain, enabling it to exactly match the sketch from the given perspective view, while insuring that none of the user-defined silhouettes is hidden by another part of the terrain. As our results show, this method enables users to easily personalize an existing terrain, while preserving its plausibility and style

    Procedural modelling of terrains with constraints

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    Terrain is an essential part of any outdoor environment and, consequently, many techniques have appeared that deal with the problem of its automatic generation, such as procedural modeling. One form to create terrains is using noise functions because its low computational cost and its random result. However, the randomness of these functions also makes it difficult to have any control over the result obtained. In order to solve the problem of lack of control, this paper presents a new method noise-based that allows procedural terrains creation with elevation constraints (GPS routes, points of interest and areas of interest). For this, the method establishes the restrictions as fixed values in the heightmap function and creates a system of equations to obtain all points that they depend this restrictions. In this way, the terrain obtained maintains the random noise, but including the desired restrictions. The paper also includes how we apply this method on large terrain models without losing resolution or increasing the computational cost excessively. The results show that our method makes it possible to integrate this kind of constraints with high accuracy and realism while preserving the natural appearance of the procedural generation

    Feature-based terrain editing from complex sketches

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    We present a new method for first person sketch-based editing of terrain models. As in usual artistic pictures, the input sketch depicts complex silhouettes with cusps and T-junctions, which typically correspond to non-planar curves in 3D. After analysing depth constraints in the sketch based on perceptual cues, our method best matches the sketched silhouettes with silhouettes or ridges of the input terrain. A deformation algorithm is then applied to the terrain, enabling it to exactly match the sketch from the given perspective view, while insuring that none of the user-defined silhouettes is hidden by another part of the terrain. We extend this sketch-based terrain editing framework to handle a collection of multi-view sketches. As our results show, this method enables users to easily personalize an existing terrain, while preserving its plausibility and style.This work was conducted during an internship of Flora Ponjou Tasse at Inria RhĂ´ne-Alpes in Grenoble. It was partly supported by the ERC advanced grant EXPRESSIVE.This is the accepted manuscript. The final version is available from Elsevier at http://www.sciencedirect.com/science/article/pii/S009784931400081

    Generation of Folded Terrains from Simple Vector Maps

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    International audienceWhile several terrain generation methods focused on plausible watersheds, the fact that most mountains should not be isolated but rather be part of wider scale mountain ranges was seldom considered. In this work, we present the first procedural method that generates folded terrains from simple user input, in the form of some sparse peak distribution on a vector map. The key idea is to infer possible continental plates from this distribution and to use simplified plate tectonics to generate relevant terrain folds. The resulting terrain with large-scale folds, computed in real-time, can be further refined using standard erosion simulation. This leads to detailed terrains with plausible mountain ranges that match the peak distributions and main rivers specified on simple vector maps

    Real-time lattice boltzmann shallow waters method for breaking wave simulations

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    We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.Peer ReviewedPostprint (author's final draft

    Procedural Generation and Rendering of Realistic, Navigable Forest Environments: An Open-Source Tool

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    Simulation of forest environments has applications from entertainment and art creation to commercial and scientific modelling. Due to the unique features and lighting in forests, a forest-specific simulator is desirable, however many current forest simulators are proprietary or highly tailored to a particular application. Here we review several areas of procedural generation and rendering specific to forest generation, and utilise this to create a generalised, open-source tool for generating and rendering interactive, realistic forest scenes. The system uses specialised L-systems to generate trees which are distributed using an ecosystem simulation algorithm. The resulting scene is rendered using a deferred rendering pipeline, a Blinn-Phong lighting model with real-time leaf transparency and post-processing lighting effects. The result is a system that achieves a balance between high natural realism and visual appeal, suitable for tasks including training computer vision algorithms for autonomous robots and visual media generation.Comment: 14 pages, 11 figures. Submitted to Computer Graphics Forum (CGF). The application and supporting configuration files can be found at https://github.com/callumnewlands/ForestGenerato
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