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Statements

Subject Item
n2:RIV%2F00216305%3A26230%2F11%3APU96122%21RIV12-MSM-26230___
rdf:type
skos:Concept n11:Vysledek
dcterms: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
dcterms: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
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
skos:notation
RIV/00216305:26230/11:PU96122!RIV12-MSM-26230___
n11:predkladatel
n12:orjk%3A26230
n3:aktivita
n8:Z n8:P
n3:aktivity
P(LC06008), Z(MSM0021630528)
n3:cisloPeriodika
1
n3:dodaniDat
n7:2012
n3:domaciTvurceVysledku
n20:1958313 Vanek, Juraj
n3:druhVysledku
n19:J
n3:duvernostUdaju
n4:S
n3:entitaPredkladatele
n17:predkladatel
n3:idSjednocenehoVysledku
208972
n3:idVysledku
RIV/00216305:26230/11:PU96122
n3:jazykVysledku
n16:eng
n3:klicovaSlova
Digital content authoring, large-scale terrain, physics-based simulation, terrain editing, mip-map, hydraulic erosion, GPU.
n3:klicoveSlovo
n10:hydraulic%20erosion n10:mip-map n10:GPU. n10:Digital%20content%20authoring n10:terrain%20editing n10:large-scale%20terrain n10:physics-based%20simulation
n3:kodStatuVydavatele
US - Spojené státy americké
n3:kontrolniKodProRIV
[F18446863149]
n3:nazevZdroje
IEEE COMPUTER GRAPHICS AND APPLICATIONS
n3:obor
n6:JC
n3:pocetDomacichTvurcuVysledku
2
n3:pocetTvurcuVysledku
4
n3:projekt
n15:LC06008
n3:rokUplatneniVysledku
n7:2011
n3:svazekPeriodika
2011
n3:tvurceVysledku
Šťava, Ondřej Herout, Adam Vanek, Juraj Beneš, Bedřich
n3:zamer
n9:MSM0021630528
s:issn
0272-1716
s:numberOfPages
10
n18:organizacniJednotka
26230