Terrain Modelling from Feature Primitives
Jean-David Génevaux,Eric Galin,Adrien Peytavie,Eric Guérin,Cyril Briquet,François Grosbellet,Bedrich Benes +6 more
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TL;DR: A compact hierarchical procedural model that combines feature‐based primitives to describe complex terrains with varying level of detail and guarantees that the resulting elevation function is Lipschitz, which speeds up the sphere tracing used to render the terrain.
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Abstract: 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 parameter-ized 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 of 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
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Citations
Interactive example-based terrain authoring with conditional generative adversarial networks
Eric Guérin,Julie Digne,Eric Galin,Adrien Peytavie,Christian Wolf,Bedrich Benes,Benoît Martinez +6 more
TL;DR: This work proposes an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specific tasks, each of which is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts.
A Review of Digital Terrain Modeling
Eric Galin,Eric Guérin,Adrien Peytavie,Guillaume Cordonnier,Marie-Paule Cani,Bedrich Benes,James Gain +6 more
TL;DR: An overview of current terrain modeling and authoring techniques is provided, organized according to three categories: procedural modeling, physically‐based simulation of erosion and land formation processes, and example‐based methods driven by scanned terrain data.
CityCraft: 3D virtual city creation from a single image
Suzi Kim,Dodam Kim,Sunghee Choi +2 more
TL;DR: This paper introduces a method to generate a three-dimensional (3D) virtual model of an imaginary city from a single street-view image to represent the appearance of the city in a given input photograph.
36
Segment Tracing Using Local Lipschitz Bounds
TL;DR: This work introduces Segment Tracing, a new algorithm that accelerates the classical Sphere Tracing method for computing the intersection between a ray and an implicit surface and describes the computation of the Lipschitz bound for different operators and primitives.
Coherent multi-layer landscape synthesis
Oscar Argudo,Carlos Andujar,Antonio Chica,Eric Guérin,Julie Digne,Adrien Peytavie,Eric Galin +6 more
TL;DR: This work uses a dictionary built from exemplars to synthesize high-resolution fully featured terrains from input low-resolution elevation data and takes into account not only the elevation of the terrain, but also additional layers such as the slope, orientation, drainage area, the density and distribution of vegetation, and the soil type.
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A Survey on Procedural Modelling for Virtual Worlds
R.M. Smelik,Tim Tutenel,Rafael Bidarra,Bedrich Benes +3 more
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TL;DR: This survey of procedural methods that are useful to generate features of virtual worlds, including terrains, vegetation, rivers, roads, buildings and entire cities, focuses particularly on the degree of intuitive control and of interactivity offered by each procedural method, because these properties are instrumental for their typical users: designers and artists.
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Ondřej Št'ava,Bedrich Benes,Matthew Brisbin,Jaroslav Křivánek +3 more
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TL;DR: A wide variety of erosion-based modeling features such as forming rivers, drying flooded areas, rain, interactive manipulation with rivers, spring, adding obstacles into the water, etc are shown.
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