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VANEK, J. BENEŠ, B. HEROUT, A. ŠŤAVA, O.
Original Title
Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU
Type
journal article - other
Language
English
Original Abstract
In this article, we introduce a new interactive, intuitive, and accessible physics-based framework for digital terrain editing. Our solution is suitable for users involved in digital content authoring and does not assume any in-depth knowledge about physics-based simulations. Large terrains can be loaded from external sources, generated procedurally, or created manually, and they are edited at interactive framerates on the GPU. We introduce two simplifications that allow us to perform large scale editing. First, the terrain is divided into tiles of different resolutions according to the complexity of the underlying terrain. Second, each tile is stored as a mip-map texture and different levels of detail are used during the physics-based simulation depending on the dynamics of terrain changes. In comparison with nonadaptive computation, by using our approach we can achieve a 50% speedup with a simultaneous 25% savings of memory. Most important, we can process terrain sizes that were not possible to process with previous approaches.
Keywords
Digital content authoring, large-scale terrain, physics-based simulation, terrain editing, mip-map, hydraulic erosion, GPU.
Authors
VANEK, J.; BENEŠ, B.; HEROUT, A.; ŠŤAVA, O.
RIV year
2011
Released
11. 7. 2011
ISBN
0272-1716
Periodical
IEEE COMPUTER GRAPHICS AND APPLICATIONS
Year of study
Number
1
State
United States of America
Pages count
10
BibTex
@article{BUT76410, author="Juraj {Vanek} and Bedřich {Beneš} and Adam {Herout} and Ondřej {Šťava}", title="Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU", journal="IEEE COMPUTER GRAPHICS AND APPLICATIONS", year="2011", volume="2011", number="1", pages="10", issn="0272-1716" }