8 research outputs found

    Représentation, modélisation et génération procédurale de terrains

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    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

    Modélisation de terrains par primitives

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    National audienceNous proposons un modèle de terrain hiérarchique et compact permettant de représenter des scènes complexes. Ce modèle de représentation s'inspire des surfaces implicites à squelettes et définit une fonction d'élévation sous la forme d'un arbre de construction. Les feuilles sont des primitives décrivant des morceaux de terrains à différentes échelles (montagnes, fleuves, ...) et les noeuds internes sont des opérateurs de combinaison. L'élévation d'un point est calculée en traversant la structure d'arbre et en combinant les contributions de chaque primitive. La définition des feuilles et des opérateurs garantit que la fonction d'élévation résultante est Lipschitzienne, ce qui permet d'accélérer les calculs de visualisation en utilisant un algorithme de sphere tracing. Mots Clés : modélisation de terrains, phénomènes naturels, modélisation procédurale, surface implicite We propose a compact hierarchical procedural model that combines feature-based primitives to create complex continuous terrains. Our model is inspired by skeletal implicit surfaces and defines the terrain elevation by using a construction tree whose leaves are primitives describing terrain fragments, and whose inner nodes include operations that combine its sub-trees. The elevation of a point is evaluated by traversing the tree and by combining the contributions of each primitive. The definition of both leaves and operators guarantees that the resulting elevation function is Lipschitz which enables us to speed up sphere tracing and surface adaptive tesselation algorithms

    Représentation, modélisation et génération procédurale de terrains

    No full text
    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

    Extensions of the witness method to characterize under-, over- and well-constrained geometric constraint systems

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    International audienceThis paper describes new ways to tackle several important problems encountered in geometric constraint solving, in the context of CAD, and which are linked to the handling of under- and over-constrained systems. It presents a powerful decomposition algorithm of such systems. Our methods are based on the witness principle whose theoretical background is recalled in a first step. A method to generate a witness is then explained. We show that having a witness can be used to incrementally detect over-constrainedness and thus to compute a well-constrained boundary system. An algorithm is introduced to check if anchoring a given subset of the coordinates brings the number of solutions to a finite number. An algorithm to efficiently identify all maximal well-constrained parts of a geometric constraint system is described. This allows us to design a powerful algorithm of decomposition, called W-decomposition, which is able to identify all well-constrained subsystems: it manages to decompose systems which were not decomposable by classic combinatorial methods

    Using the witness method to detect rigid subsystems of geometric constraints in CAD

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    International audienceThis paper deals with the resolution of geometric constraint systems encountered in CAD-CAM. The main results are that the witness method can be used to detect that a constraint system is over-constrained and that the computation of the maximal rigid subsystems of a system leads to a powerful decomposition method. In a first step, we recall the theoretical framework of the witness method in geometric constraint solving and extend this method to generate a witness. We show then that it can be used to incrementally detect over-constrainedness. We give an algorithm to efficiently identify all maximal rigid parts of a geometric constraint system. We introduce the algorithm of W-decomposition to identify all rigid subsystems: it manages to decompose systems which were not decomposable by classical combinatorial methods

    Terrain Modelling from Feature Primitives

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    International audienceWe introduce a compact hierarchical procedural model that combines feature-based primitives to describe complex terrains with varying level of detail. Our model is inspired by skeletal implicit surfaces and defines the terrain elevation function by using a construction tree. Leaves represent terrain features and they are generic parametrized skeletal primitives, such as mountains, ridges, valleys, rivers, lakes or roads. Inner nodes combine the leaves and subtrees by carving, blending or warping operators. The elevation of the terrain at a given point is evaluated by traversing the tree and by combining the contributions of the primitives. The definition of the tree leaves and operators guarantees that the resulting elevation function is Lipschitz, which speeds up the sphere tracing used to render the terrain. Our model is compact and allows for the creation of large terrains with a high level o detail using a reduced set of primitives. We show the creation of different kinds of landscapes and demonstrate that our model allows to efficiently control the shape and distribution of landform features
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