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Detail publikace
VANEK, J. BENEŠ, B. HEROUT, A. ŠŤAVA, O.
Originální název
Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU
Typ
článek v časopise - ostatní, Jost
Jazyk
angličtina
Originální abstrakt
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.
Klíčová slova
Digital content authoring, large-scale terrain, physics-based simulation, terrain editing, mip-map, hydraulic erosion, GPU.
Autoři
VANEK, J.; BENEŠ, B.; HEROUT, A.; ŠŤAVA, O.
Rok RIV
2011
Vydáno
11. 7. 2011
ISSN
0272-1716
Periodikum
IEEE COMPUTER GRAPHICS AND APPLICATIONS
Ročník
Číslo
1
Stát
Spojené státy americké
Strany počet
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" }