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dc.contributor.authorGain, Jamesen_US
dc.contributor.authorMerry, Bruceen_US
dc.contributor.authorMarais, Patricken_US
dc.contributor.editorOlga Sorkine-Hornung and Michael Wimmeren_US
dc.date.accessioned2015-04-16T07:43:30Z
dc.date.available2015-04-16T07:43:30Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12545en_US
dc.description.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 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.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectTextureen_US
dc.titleParallel, Realistic and Controllable Terrain Synthesisen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersProcedural and Parametric Modelingen_US
dc.description.volume34en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12545en_US
dc.identifier.pages105-116en_US


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