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Procedural Planetary Multi-resolution Terrain Generation for Games [article]

Ricardo B. D. d'Oliveira, Antonio L. Apolinário Jr
2018 arXiv   pre-print
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains.  ...  Rendering large scale models with high definition and low scale areas with finer details added with the aid of procedural content generation.  ...  We are going to use PCG to both generate those terrains and to add details on the highest possible LOD. Those details are going to be added on the FS.  ... 
arXiv:1803.04612v1 fatcat:rcu6f2x7nvddhedfrhssvce5qq

A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features

Çetin Koca, Uğur Güdükbay
2014 International Journal of Geographical Information Science  
They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high.  ...  Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways.  ...  Note: Terrain editing and walkthrough videos can be viewed from (1) Terrain Editing: (2) Terrain Walkthrough:  ... 
doi:10.1080/13658816.2014.900560 fatcat:rzjhwhgozjgqrjmtohtxjrbgt4

Quantitative Analysis of Culling Techniques for Real-time Rendering of Digital Elevation Models

Michael Hesse, Marina L. Gavrilova
2003 International Conference in Central Europe on Computer Graphics and Visualization  
Based on the results, applicability of each of the culling techniques to terrain model is discussed.  ...  dependent triangle rendering method for dynamic level of detail (LOD) updates.  ...  Lindstrom [Lindstrom] proposed the real time continuous level of detail terrain rendering algorithm that focuses on a block based mesh structure.  ... 
dblp:conf/wscg/HesseG03 fatcat:y74qv3l4ozcrrkaxbazn7tkkze

LOD Terrain Rendering by Local Parallel Processing on GPU

Alexandre Valdetaro, Gustavo Nunes, Alberto Raposo, Bruno Feijo, Rodrigo de Toledo
2010 2010 Brazilian Symposium on Games and Digital Entertainment  
Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches.  ...  This patchby-patch processing uses no hierarchical structure whatsoever, what makes it specifically tailored for GPU-based LOD terrain and is highly scalable.  ...  Our technique is based on parallel local processing, in the sense that the results at each terrain patch do not depend on results already obtained at other patches.  ... 
doi:10.1109/sbgames.2010.30 dblp:conf/sbgames/ValdetaroNRFT10 fatcat:2novv3gjlfbmlbmeyhfrleznge

An Efficient Algorithm for Real-Time 3D Terrain Walkthrough [chapter]

M. Hesse, M. L. Gavrilova
2003 Lecture Notes in Computer Science  
The paper presents an efficient algorithm based on ROAM for visualization of large scale terrain models in realtime.  ...  rendering method for dynamic level of detail (LOD) updates.  ...  LOD method determine which sections of rendered mesh require less detail based on any number of criteria.  ... 
doi:10.1007/3-540-44842-x_76 fatcat:xqqzbe3dunf7bnyml5ched3uuu

Mix-Subdivision Dynamic Terrain Visualization Algorithm

Xiao Hui Zhao, Bao Di Xie, De Peng Wan, Qing Yun Wang
2013 Advanced Materials Research  
We also implement the visualization of craters through combining our algorithm with the physical model of craters based on multi-resolution voxel.  ...  In this paper, a dynamic terrain visualization method based on quadtree and multi-resolution voxel is presented in order to realize the real-time rendering for realistic craters in battlefield.  ...  We would like to thank Virtual Terrain Project Website where we get good collections of terrain resources.  ... 
doi:10.4028/ fatcat:npf7st2qujgg7propylknon22i

Real-time Photorealistic Visualisation of Large-scaleMultiresolution Terrain Models

Anupam Agrawal, R.C. Joshi, M. Radhakrishna
2007 Defence Science Journal  
The terrain rendering is accomplished by an efficient dynamic multiresolution viewdependent level-of-detail mesh simplification algorithm.  ...  This paper describes a novel approach for objects and terrain visualisation by combination of two algorithms, one for terrain data and the other for objects.  ...  Hence, cracks occur on borders of adjacent patches of different levels of detail.  ... 
doi:10.14429/dsj.57.1742 fatcat:greuecis7rgdhfk34utqqcntku

Animating prairies in real-time

Frank Perbet, Maric-Paule Cani
2001 Proceedings of the 2001 symposium on Interactive 3D graphics - SI3D '01  
The animation of these LODs is controlled through procedural animation primitives that implement wind effects such as slight breeze, gust of wind, whirlwind, or blast of air due to a flying object.  ...  Smooth transitions between levels of detail are computed "on the fly" according to camera motion, without stopping the animation.  ...  The authors would like to thank Francois Faure for very helpful discussions, and for helping us to use his simulator on which the physically-based pre-computations were performed.  ... 
doi:10.1145/364338.364375 fatcat:4smccbzuijbcra6jwkxxq4tetq

Time-critical rendering of discrete and continuous levels of detail

Christopher Zach, Stephan Mantler, Konrad Karner
2002 Proceedings of the ACM symposium on Virtual reality software and technology - VRST '02  
We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations.  ...  We integrate point rendered objects with polygonal geometry and demonstrate our approach in a terrain flyover application, where the digital elevation model is augmented with forests.  ...  ACKNOWLEDGEMENTS We would like to thank Martin Urschler for the terrain rendering implementation and Matthias Rüther for his forest segmentation.  ... 
doi:10.1145/585740.585742 dblp:conf/vrst/ZachMK02 fatcat:hra2s2ax6fanzc6neyfotfojge

A Method of Optimizing Terrain Rendering Using Digital Terrain Analysis

Lei Zhang, Ping Wang, Chengyi Huang, Bo Ai, Wenjun Feng
2021 ISPRS International Journal of Geo-Information  
Our method is based on GPU tessellation. We use quadtrees to manage patches and take surface roughness in Digital Terrain Analysis as a factor of Levels of Detail (LOD) selection.  ...  Before rendering, we first regularly partition the terrain scene into view cells. Then, for each cell, we calculate its potential visible patch set (PVPS) using a visibility analysis algorithm.  ...  We use quadtrees to manage patches. Patches are created based on their father node, and roughness is taken as a factor in LOD selection.  ... 
doi:10.3390/ijgi10100666 fatcat:wvverqq65bgr3gtpbfraijl63a

Time-Critical Rendering of Huge Ecosystems Using Discrete and Continuous Levels of Detail

Christopher Zach, Stephan Mantler, Konrad Karner
2004 Presence - Teleoperators and Virtual Environments  
We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations.  ...  We integrate smoothly represented, point rendered objects with discrete polygonal geometry and demonstrate our approach in a terrain flyover application.  ...  Our terrain visualization is based on the Styrian flyover project (Kofler et al.  ... 
doi:10.1162/1054746043280574 fatcat:i5aw5nkdzjg4zmjmb55yfote7i

Hardware-Based Adaptive Terrain Mesh Using Temporal Coherence for Real-Time Landscape Visualization

Eun-Seok Lee, Byeong-Seok Shin
2019 Sustainability  
Instead of generating the new terrain mesh on every frame, our method reuses the detail level of terrain mesh that was used in a previous frame.  ...  This allows the proposed method to more quickly provide more detailed information about the terrain to predict environmental changes more accurately on existing equipment.  ...  Level-of-detail (LOD) methods using multi-resolution grids [24, 25] that are based on the distance between the camera and the object are easy to expand for use in out-of-core algorithms.  ... 
doi:10.3390/su11072137 fatcat:rw47jwg4bfaa3avpt37z3miwqm

Real-Time Terrain Modeling Using CPU-GPU Coupled Computation

Adrien Bernhardt, Andre Maximo, Luiz Velho, Houssam Hnaidi, Marie-Paule Cani
2011 2011 24th SIBGRAPI Conference on Graphics, Patterns and Images  
Sketch-based terrain modeling example in our tool: as each stroke is drawn (left) or manipulated (right), the terrain is tessellated in the GPU to follow the stroke.  ...  One interesting feature of our tool is that terrain primitives can be interactively manipulated similarly to primitives in vector-graphics tools.  ...  DISCUSSIONS The majority of procedural editing and feature extraction tools for terrain modeling are based on a top-view interaction [7] , [10] , [17] .  ... 
doi:10.1109/sibgrapi.2011.28 dblp:conf/sibgrapi/BernhardtMVHC11 fatcat:64odjpjwh5ao5gbqojx7mrzwm4

Modern Algorithms for Real-Time Terrain Visualization on Commodity Hardware

Radek Bartoň
2011 Geoinformatics FCE CTU  
The paper first explains some of the theory around the terrain visualization, categorizes its algorithms according to several criteria and describes six of the most significant methods in more details.  ...  With the ability of modern hardware to display hundreds of millions of triangles per second, it is possible to visualize the massive terrains at one pixel display error on HD displays with interactive  ...  Chunked LoD algorithm.  ... 
doi:10.14311/gi.5.1 fatcat:rx7hsa6sorbnbllzm4dhjlpzbq

A Hybrid CPU-GPU Scalable Strategy for Multi-resolution Rendering of Large Digital Elevation Models with Borders and Holes

Andrey Rodrigues, Waldemar Celes
2018 Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications  
Additionally, we present a technique to manage level of detail of aerial imagery mapped on top of elevation models.  ...  In this paper, we propose an efficient and scalable hybrid CPU-GPU algorithm for rendering large digital elevation models.  ...  A crack-free terrain surface generation with a continuous LOD triangulation algorithm is presented in (Fernandes and Oliveira, 2012) .  ... 
doi:10.5220/0006621902400247 dblp:conf/grapp/RodriguesC18 fatcat:wtc3zf7iubfu3bjxad3dwgwv4e
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