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Large-scale Terrain Authoring through Interactive Erosion Simulation
ACM Transactions on Graphics  ( IF 6.2 ) Pub Date : 2023-07-28 , DOI: 10.1145/3592787
Hugo Schott 1 , Axel Paris 2 , Lucie Fournier 2 , Eric Guérin 1 , Eric Galin 2
Affiliation  

Large-scale terrains are essential in the definition of virtual worlds. Given the diversity of landforms and the geomorphological complexity, there is a need for authoring techniques offering hydrological consistency without sacrificing user control. In this article, we bridge the gap between large-scale erosion simulation and authoring into an efficient framework. We set aside modeling in the elevation domain in favour of the uplift domain and compute emerging reliefs by simulating the stream power erosion. Our simulation relies on a fast yet accurate approximation of drainage area and flow routing to compute the erosion interactively, which allows for incremental authoring. Our model provides landscape artists with tools for shaping mountain ranges and valleys, such as copy-and-paste operations; warping for imitating folds and faults; and point and curve elevation constraints to precisely sculpt ridges or carve river networks. It also lends itself to inverse procedural modeling by reconstructing the uplift from an input digital elevation model and allows hydrologically consistent blending between terrain patches.



中文翻译:

通过交互式侵蚀模拟进行大规模地形创作

大规模地形对于虚拟世界的定义至关重要。鉴于地形的多样性和地貌的复杂性,需要一种在不牺牲用户控制的情况下提供水文一致性的创作技术。在本文中,我们将大规模侵蚀模拟和创作之间的差距缩小为一个有效的框架。我们搁置了高程域中的建模,转而支持隆起域,并通过模拟河流动力侵蚀来计算新兴地形。我们的模拟依赖于快速而准确的流域面积和流路近似来交互式计算侵蚀,从而允许增量创作。我们的模型为景观艺术家提供了塑造山脉和山谷的工具,例如复制和粘贴操作;模仿褶皱和缺陷的翘曲;以及点和曲线高程约束,以精确雕刻山脊或雕刻河流网络。它还可以通过从输入数字高程模型重建隆起来进行逆向程序建模,并允许地形块之间的水文一致混合。

更新日期:2023-07-28
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