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dc.contributor.authorGasch, Cristinaen_US
dc.contributor.authorChover, Miguelen_US
dc.contributor.authorRemolar, Inmaculadaen_US
dc.contributor.authorRebollo, Cristinaen_US
dc.contributor.editorAlejandro Garcia-Alonso and Belen Masiaen_US
dc.date.accessioned2016-09-13T05:15:17Z
dc.date.available2016-09-13T05:15:17Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-023-9
dc.identifier.issn-
dc.identifier.urihttp://dx.doi.org/10.2312/ceig.20161321
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/ceig20161321
dc.description.abstractProcedural modeling techniques provide an easy way for realistic terrain synthesis. There are many methods for this purpose, but few of them provide the necessary constraints to control the final result. The current controlling methods are slow and inaccurate. The goal of this paper is to present a new procedural method to synthesis realistic terrain that fulfills the constraint of a set of consecutive coordinates from GPS routes. In the new method, random terrain generation is based on Perlin noise algorithm. Instead of getting a random value for all points of each octave, the method presents the novelty of solving the needed values of each point to fulfill the coordinates of the GPS route when Perlin algorithm is applied. Points that are not included in the constraint, keep the randomness provided by the original Perlin method. The results show that the method allows, at low computational cost, to integrate different complexity paths with high accuracy while conserving the natural aspect of the procedural generation.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics
dc.subjectThree Dimensional Graphics and Realism]
dc.subjectFractals
dc.titleProcedural Modeling of Terrain from GPS Routesen_US
dc.description.seriesinformationSpanish Computer Graphics Conference (CEIG)
dc.description.sectionheadersProcedural Modeling
dc.identifier.doi10.2312/ceig.20161321
dc.identifier.pages101-108


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  • CEIG16
    ISBN 978-3-03868-023-9

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