Detail publikace

Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU

VANEK, J. BENEŠ, B. HEROUT, A. ŠŤAVA, O.

Originální název

Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU

Anglický název

Large-Scale Physics-Based Terrain Editing Using Adaptive Tiles on the GPU

Jazyk

en

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.

Anglický 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.

Dokumenty

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",
  annote="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.",
  address="NEUVEDEN",
  chapter="76410",
  edition="NEUVEDEN",
  howpublished="print",
  institution="NEUVEDEN",
  number="1",
  volume="2011",
  year="2011",
  month="july",
  pages="0--0",
  publisher="NEUVEDEN",
  type="journal article - other"
}