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dc.contributor.authorGénevaux, Jean‐Daviden_US
dc.contributor.authorGalin, Ericen_US
dc.contributor.authorPeytavie, Adrienen_US
dc.contributor.authorGuérin, Ericen_US
dc.contributor.authorBriquet, Cyrilen_US
dc.contributor.authorGrosbellet, Françoisen_US
dc.contributor.authorBenes, Bedrichen_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2015-10-12T13:32:46Z
dc.date.available2015-10-12T13:32:46Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12530en_US
dc.description.abstractWe 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.We 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.en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectterrain modellingen_US
dc.subjectprocedural modellingen_US
dc.subjectnatural phenomenaen_US
dc.subjectgeometric modellingen_US
dc.subjectI.3.5 Computational Geometry and Object Modeling Surface, and object representations; I.3.6 Methodology and Techniques Graphics data structures, Interaction techniquesen_US
dc.titleTerrain Modelling from Feature Primitivesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersArticlesen_US
dc.description.volume34en_US
dc.description.number6en_US
dc.identifier.doi10.1111/cgf.12530en_US


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