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Issue No.06 - Nov.-Dec. (2011 vol.31)
pp: 35-44
Juraj Vanek , Purdue University
Bedrich Benes , Purdue University
Adam Herout , Brno University of Technology
Ondrej Stava , Purdue University
Physics-based approaches could simplify terrain modeling by increasing its realism. However, most simulations provide only a low level of user control because they fail on large-scale phenomena or focus only on the modeling of limited effects. A new physics-based system for digital terrain editing is suitable for digital-content authors such as game designers, artists, and 3D modelers. It doesn't assume in-depth knowledge about physics-based simulations. Users can load large terrains from external sources, generate them procedurally, or create them manually, and they can edit them at interactive frame rates on a GPU. To allow large-scale editing, the system divides terrain into tiles of different resolutions according to the terrain's complexity, and it stores each tile as a mip-map texture. In addition, the physics-based simulation uses different levels of detail, depending on the terrain-change dynamics. Compared to nonadaptive computation, this approach can achieve 50 percent speedup and use 25 percent less memory. The Web extra is a video that shows how physics-based approaches to modeling can process terrain sizes larger than what was previously possible.
digital content, digital-content authoring, large-scale terrain, physics-based simulation, terrain editing, mip-map, hydraulic erosion, GPU, computer graphics, graphics and multimedia
Juraj Vanek, Bedrich Benes, Adam Herout, Ondrej Stava, "Large-Scale Physics-Based Terrain Editing", IEEE Computer Graphics and Applications, vol.31, no. 6, pp. 35-44, Nov.-Dec. 2011, doi:10.1109/MCG.2011.66
1. B. Beneš and R. Forsbach, "Layered Data Representation for Visual Simulation of Terrain Erosion," Proc. 17th Spring Conf. Computer Graphics (SCCG 01), IEEE CS Press, 2001, pp. 80–86.
2. N. Holmberg and B.C. Wünsche, "Efficient Modeling and Rendering of Turbulent Water over Natural Terrain," Proc. 2nd Int'l Conf. Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE 04), ACM Press, 2004, pp. 15–22.
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