Terrain Amplification with Implicit 3D Features

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Bibliographic Details
Title: Terrain Amplification with Implicit 3D Features
Authors: Paris, Axel, Galin, Eric, Peytavie, Adrien, Guérin, Eric, Gain, James
Contributors: Paris, Axel
Source: ACM Transactions on Graphics. 38:1-15
Publisher Information: Association for Computing Machinery (ACM), 2019.
Publication Year: 2019
Subject Terms: Implicit Surfaces, Landscapes, Virtual Worlds, [INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR], 0202 electrical engineering, electronic engineering, information engineering, 02 engineering and technology, [INFO] Computer Science [cs], 15. Life on land
Description: While three-dimensional landforms, such as arches and overhangs, occupy a relatively small proportion of most computer-generated landscapes, they are distinctive and dramatic and have an outsize visual impact. Unfortunately, the dominant heightfield representation of terrain precludes such features, and existing in-memory volumetric structures are too memory intensive to handle larger scenes. In this article, we present a novel memory-optimized paradigm for representing and generating volumetric terrain based on implicit surfaces. We encode feature shapes and terrain geology using construction trees that arrange and combine implicit primitives. The landform primitives themselves are positioned using Poisson sampling, built using open shape grammars guided by stratified erosion and invasion percolation processes, and, finally, queried during polygonization. Users can also interactively author landforms using high-level modeling tools to create or edit the underlying construction trees, with support for iterative cycles of editing and simulation. We demonstrate that our framework is capable of importing existing large-scale heightfield terrains and amplifying them with such diverse structures as slot canyons, sea arches, stratified cliffs, fields of hoodoos, and complex karst cave networks.
Document Type: Article
File Description: application/pdf
Language: English
ISSN: 1557-7368
0730-0301
DOI: 10.1145/3342765
Access URL: https://hal.archives-ouvertes.fr/hal-02273097/file/2019-tog.pdf
https://dl.acm.org/citation.cfm?id=3342765
https://dl.acm.org/doi/10.1145/3342765
https://dblp.uni-trier.de/db/journals/tog/tog38.html#ParisGPGG19
https://hal.archives-ouvertes.fr/hal-02273097
https://doi.org/10.1145/3342765
https://hal.science/hal-02273097v1/document
https://hal.science/hal-02273097v1
https://doi.org/10.1145/3342765
Rights: URL: https://www.acm.org/publications/policies/copyright_policy#Background
Accession Number: edsair.doi.dedup.....c8cfe9c475d334dc1ca7b7157844b662
Database: OpenAIRE
Description
Abstract:While three-dimensional landforms, such as arches and overhangs, occupy a relatively small proportion of most computer-generated landscapes, they are distinctive and dramatic and have an outsize visual impact. Unfortunately, the dominant heightfield representation of terrain precludes such features, and existing in-memory volumetric structures are too memory intensive to handle larger scenes. In this article, we present a novel memory-optimized paradigm for representing and generating volumetric terrain based on implicit surfaces. We encode feature shapes and terrain geology using construction trees that arrange and combine implicit primitives. The landform primitives themselves are positioned using Poisson sampling, built using open shape grammars guided by stratified erosion and invasion percolation processes, and, finally, queried during polygonization. Users can also interactively author landforms using high-level modeling tools to create or edit the underlying construction trees, with support for iterative cycles of editing and simulation. We demonstrate that our framework is capable of importing existing large-scale heightfield terrains and amplifying them with such diverse structures as slot canyons, sea arches, stratified cliffs, fields of hoodoos, and complex karst cave networks.
ISSN:15577368
07300301
DOI:10.1145/3342765