2015
DOI: 10.1111/cgf.12545
|View full text |Cite
|
Sign up to set email alerts
|

Parallel, Realistic and Controllable Terrain Synthesis

Abstract: Figure 1: Source heightfield exemplars (a) contribute to a synthesized terrain that can be controlled using: (b) a brush interface for painting terrain characteristics, and (c) point and curve constraints to shape landforms. AbstractThe challenge in terrain synthesis for virtual environments is to provide a combination of precise user control over landscape form, with interactive response and visually realistic results. We present a system that builds on parallel pixel-based texture synthesis to enable interac… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

2
80
0

Year Published

2017
2017
2022
2022

Publication Types

Select...
4
4

Relationship

0
8

Authors

Journals

citations
Cited by 40 publications
(83 citation statements)
references
References 29 publications
2
80
0
Order By: Relevance
“…These enable users to apply local or global deformations to the terrain. For instance, sculpting can be done locally by interactively applying erosion tools [MDH07, ŠBBK08] or example‐based manipulators [GMM15]. It also enables editing at the scale of entire mountain ranges, by pushing tectonic plates against each other [CCB∗18] the earth crust is sculpted as if it was clay, with the guarantee that consistent mountain ranges (based on uplift and erosion) will be created.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…These enable users to apply local or global deformations to the terrain. For instance, sculpting can be done locally by interactively applying erosion tools [MDH07, ŠBBK08] or example‐based manipulators [GMM15]. It also enables editing at the scale of entire mountain ranges, by pushing tectonic plates against each other [CCB∗18] the earth crust is sculpted as if it was clay, with the guarantee that consistent mountain ranges (based on uplift and erosion) will be created.…”
Section: Discussionmentioning
confidence: 99%
“…Gain et al . [GMM15] further address issues of efficiency and control by switching from patch‐based to parallel pixel‐based terrain synthesis. They adapt the stacked multiresolution pixel synthesis scheme of Lefebvre and Hoppe [LH05], which is well suited to implementation on graphics hardware.…”
Section: Example‐basedmentioning
confidence: 99%
“…Various methods use high-level interactive inputs to dene terrains. Silhouettes were used to dene roughness [Gain et al 2009[Gain et al , 2015 or to deform an existing terrain to create a view from a certain viewpoint [Tasse et al 2014]. Sketch-based approaches [Gain et al 2009;Hnaidi et al 2010;Tasse et al 2012] or direct interactive terrain editing [Peytavie et al 2009] were used to dene terrains with a high level of control, but can generate terrains that are not geologically correct.…”
Section: Related Workmentioning
confidence: 99%
“…Many example-based methods are inspired by texture synthesis; for example the method of [16] exploits a user-painted coarse image to control the combination of patches extracted from real terrain data. Terrain samples can also be combined along user-drawn mountain ranges [17], or can be edited by resketching the silhouettes of mountains from a first person viewpoint [18]. Although these methods improve user control while maintaining small scale features from the original terrain data, they generally do not capture large scale landform features commonly observed in real landscapes and do not claim geological realism.…”
Section: User Gesturesmentioning
confidence: 99%