Parallel, Realistic and Controllable Terrain Synthesis
Abstract
The 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 interactive creation of an output terrain from a database of heightfield exemplars. We also provide modelers with control over height and surrounding slope by means of constraint points and curves; a paint-by-numbers interface for specifying the local character of terrain; coherence controls that allow localization of changes to the synthesized terrain; and copypaste functionality to directly transplant terrain regions. Together these contributions provide a level of realism that, based on user experiments, is indistinguishable from real source terrains; user control sufficient for precise placement of a variety of landforms, such as cliffs, ravines and mesas; and synthesis times of 165ms for a 10242 terrain grid.
BibTeX
@article {10.1111:cgf.12545,
journal = {Computer Graphics Forum},
title = {{Parallel, Realistic and Controllable Terrain Synthesis}},
author = {Gain, James and Merry, Bruce and Marais, Patrick},
year = {2015},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {10.1111/cgf.12545}
}
journal = {Computer Graphics Forum},
title = {{Parallel, Realistic and Controllable Terrain Synthesis}},
author = {Gain, James and Merry, Bruce and Marais, Patrick},
year = {2015},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
DOI = {10.1111/cgf.12545}
}