About: Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU     Goto   Sponge   NotDistinct   Permalink

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Description
  • 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 poss
  • 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 poss (en)
Title
  • Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU
  • Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU (en)
skos:prefLabel
  • Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU
  • Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU (en)
skos:notation
  • RIV/00216305:26230/11:PU96122!RIV12-MSM-26230___
http://linked.open...avai/predkladatel
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(LC06008), Z(MSM0021630528)
http://linked.open...iv/cisloPeriodika
  • 1
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 208972
http://linked.open...ai/riv/idVysledku
  • RIV/00216305:26230/11:PU96122
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • Digital content authoring, large-scale terrain, physics-based simulation, terrain editing, mip-map, hydraulic erosion, GPU. (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...odStatuVydavatele
  • US - Spojené státy americké
http://linked.open...ontrolniKodProRIV
  • [F18446863149]
http://linked.open...i/riv/nazevZdroje
  • IEEE COMPUTER GRAPHICS AND APPLICATIONS
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...v/svazekPeriodika
  • 2011
http://linked.open...iv/tvurceVysledku
  • Herout, Adam
  • Vanek, Juraj
  • Beneš, Bedřich
  • Šťava, Ondřej
http://linked.open...n/vavai/riv/zamer
issn
  • 0272-1716
number of pages
http://localhost/t...ganizacniJednotka
  • 26230
is http://linked.open...avai/riv/vysledek of
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