“Real-time terrain modeling using CPU: GPU coupled computation” by Bernhardt, Maximo, Velho, Hnaidi and Cani

  • ©Adrien Bernhardt, Andrè Maximo, Luiz Velho, Houssam Hnaidi, and Marie-Paule Cani

  • ©Adrien Bernhardt, Andrè Maximo, Luiz Velho, Houssam Hnaidi, and Marie-Paule Cani

  • ©Adrien Bernhardt, Andrè Maximo, Luiz Velho, Houssam Hnaidi, and Marie-Paule Cani

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Title:

    Real-time terrain modeling using CPU: GPU coupled computation

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Abstract:


    In many editing tools, especially sketch-based modeling, it is important to have real-time feedback to help improve the editing quality. This importance is emphasized particularly in sketch-based terrain modeling, being able to see the terrain morphing at the same time the drawing edition occurs constitutes a great user experience (see Figure 1(a)). In this work, we propose a real-time terrain modeling tool by combining a fast GPU-based terrain solver [Hnaidi et al. 2010] with a lightweight CPU-based data structure. Our tool is capable of dynamically generate multi-resolution heightmaps, enabling it to tessellate different parts of the terrain at different resolutions.

References:


    1. Gain, J., Marais, P., and Straßer, W. 2009. Terrain Sketching. In Proceedings of the Symposium on Interactive 3D Graphics and Games, ACM, New York, NY, USA, I3D ’09, 31–38.
    2. Hnaidi, H., Guérin, E., Akkouche, S., Peytavie, A., and Galin, E. 2010. Feature based terrain generation using diffusion equation. Computer Graphics Forum 29, 7 (September).


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