Gradient Terrain Authoring

dc.contributor.authorGuérin, Ericen_US
dc.contributor.authorPeytavie, Adrienen_US
dc.contributor.authorMasnou, Simonen_US
dc.contributor.authorDigne, Julieen_US
dc.contributor.authorSauvage, Basileen_US
dc.contributor.authorGain, Jamesen_US
dc.contributor.authorGalin, Ericen_US
dc.contributor.editorChaine, Raphaëlleen_US
dc.contributor.editorKim, Min H.en_US
dc.date.accessioned2022-04-22T06:26:58Z
dc.date.available2022-04-22T06:26:58Z
dc.date.issued2022
dc.description.abstractDigital terrains are a foundational element in the computer-generated depiction of natural scenes. Given the variety and complexity of real-world landforms, there is a need for authoring solutions that achieve perceptually realistic outcomes without sacrificing artistic control. In this paper, we propose setting aside the elevation domain in favour of modelling in the gradient domain. Such a slope-based representation is height independent and allows a seamless blending of disparate landforms from procedural, simulation, and real-world sources. For output, an elevation model can always be recovered using Poisson reconstruction, which can include Dirichlet conditions to constrain the elevation of points and curves. In terms of authoring our approach has numerous benefits. It provides artists with a complete toolbox, including: cut-and-paste operations that support warping as needed to fit the destination terrain, brushes to modify region characteristics, and sketching to provide point and curve constraints on both elevation and gradient. It is also a unifying representation that enables the inclusion of tools from the spectrum of existing procedural and simulation methods, such as painting localised high-frequency noise or hydraulic erosion, without breaking the formalism. Finally, our constrained reconstruction is GPU optimized and executes in real-time, which promotes productive cycles of iterative authoring.en_US
dc.description.number2
dc.description.sectionheadersModeling and Editing I
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume41
dc.identifier.doi10.1111/cgf.14460
dc.identifier.issn1467-8659
dc.identifier.pages85-95
dc.identifier.pages11 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.14460
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14460
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies --> Shape modeling
dc.subjectComputing methodologies
dc.subjectShape modeling
dc.titleGradient Terrain Authoringen_US
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