dc.contributor.author | Gain, James | en_US |
dc.contributor.author | Merry, Bruce | en_US |
dc.contributor.author | Marais, Patrick | en_US |
dc.contributor.editor | Olga Sorkine-Hornung and Michael Wimmer | en_US |
dc.date.accessioned | 2015-04-16T07:43:30Z | |
dc.date.available | 2015-04-16T07:43:30Z | |
dc.date.issued | 2015 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12545 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Texture | en_US |
dc.title | Parallel, Realistic and Controllable Terrain Synthesis | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.sectionheaders | Procedural and Parametric Modeling | en_US |
dc.description.volume | 34 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/cgf.12545 | en_US |
dc.identifier.pages | 105-116 | en_US |