Bibliography | Becher, Michael: Feature Based Volumetric Terrain Generation. University of Stuttgart, Faculty of Computer Science, Electrical Engineering, and Information Technology, Master Thesis (2016). 79 pages, english.
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CR-Schema | I.3.5 (Computational Geometry and Object Modeling) I.3.7 (Three-Dimensional Graphics and Realism)
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Abstract | Two-dimensional heightfields are the most common data structure used for storing and rendering of terrain in offline rendering and especially real-time computer graphics. By its very nature, a 2D heightfield cannot store terrain structures with multiple vertical layers such as overhangs and caves. This restriction is lifted if a volumetric data structure is chosen in place of a 2D heightfield. However, the workflow of manual modelling and editing of volumetric terrain usually involves a large number of minor edits and adjustments and is very time consuming. Therefore, I propose to use three-dimensional curve-based primitives to efficiently model prominent, large scale terrain features and present techniques for volumetric generation of a complete terrain surface from the sparse input data by means of diffusion-based algorithms. By combining an efficient, feature-based toolset with a volumetric terrain representation, the modelling workflow is accelerated and simplified while offering the full artistic freedom of volumetric terrain.
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Full text and other links | PDF (44481207 Bytes)
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Department(s) | University of Stuttgart, Institute of Visualisation and Interactive Systems, Visualisation and Interactive Systems
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Superviser(s) | Ertl, Prof. Thomas; Reina, Dr. Guido; Krone, Dr. Michael |
Entry date | August 1, 2018 |
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