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Interactive Hydraulic Erosion Using CUDA

Wybrane pełne teksty z tego czasopisma
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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
This paper presents a method to simulate in real-time hydraulic erosion and sedimentation on a 3D soil represented by a triangular mesh. Applications include user-assisted terrain generation for computer-generated films and reverse engineering for geology. Our method achieves interactive performances by dynamically displacing vertices using CUDA and following physically-inspired principles to simulate realistic water streams and their interaction with soil and sediments. The mesh is generated in a preprocessing step to avoid degenerate cases in highly deformed areas. We present various results where landforms are progressively eroded to create visually plausible river beds.
Rocznik
Strony
157--172
Opis fizyczny
Bibliogr. 24 poz., wykr.
Twórcy
autor
autor
autor
autor
autor
autor
  • XLIM laboratory, University of Limoges, France
Bibliografia
  • [1] J. P. Lewis. Generalized stochastic subdivision. ACM Trans. Graph., 1987.
  • [2] Brian Von Herzen and Alan H. Barr. Accurate triangulations of deformed, intersecting surfaces. In SIGGRAPH, pages 103-110, 1987.
  • [3] Alex D. Kelley, Michael C. Malin, and Gregory M. Nielson. Terrain simulation using a model of stream erosion. In SIGGRAPH, 1988.
  • [4] F. K. Musgrave, C. E. Kolb, and R. S. Mace. The synthesis and rendering of eroded fractal terrains. In GRAPHITE, 1989.
  • [5] K. Perlin and E. M. Hoffert. Hypertexture. In SIGGRAPH, 1989.
  • [6] Didier Badouel. An efficient ray-polygon intersection, Graphics Gems I, pages 390-393, 1990.
  • [7] P. Roudier, B. Peroche, and M. Perrin. Landscapes synthesis achieved through erosion and deposition process simulation. Comp. Graph. Forum., 1993.
  • [8] N. Chiba, K. Muraoka, and K. Fujita. An erosion model based on velocity fields for the visual simulation of mountain scenery. Journal of Visualization and Computer Animation, 1998.
  • [9] Julie Dorsey, Alan Edelman, Henrik Wann Jensen, Justin Legakis, and Hans K. Pedersen. Modeling and rendering of weathered stone. In SIGGRAPH, pages 225-234, 1999.
  • [10] N. Ozawa and I. Fujishiro. A morphological approach to volume synthesis of weathered stone. In Volume Graphics, pages 367-378, 1999.
  • [11] Bedrich Beneś and Rafael Forsbach. Layered data representation for visual simulation of terrain erosion. In Spring conference on Computer Graphics, 2001.
  • [12] Bedrich Benes and Rafael Forsbach. Visual simulation of hydraulic erosion. Journal of WSCG, 2002.
  • [13] D. S. Ebert, F. K. Musgrave, D. Peachey, K. Perlin, and S. Worley. Texturing and, Modeling 3rd ed. Academic Press., 2003.
  • [14] Matthias Miiller, David Charypar, and Markus Gross. Particle-based fluid simulation for interactive applications. In Symposium on Computer animation., 2003.
  • [15] Kevin Hiscock. Hydrogeology: Principles and Practice. Wiley-Blackwell, 2005.
  • [16] B. Neidhold, M. Wacker, and O. Deussen. Interactive physically based fluid and erosion simulation. In Eurographics Workshop on Natural Phenomena, 2005.
  • [17] Xing Mei, Philippe Decaudin, and Bao-Gang Hu. Fast hydraulic erosion simulation and visualization on gpu. In Pacific Graphics, pages 47-56, 2007.
  • [18] Simon Green. Particle-based fluid simulation for games. In Game Developers Conference, 2008.
  • [19] Hubert Nguyen, editor. GPU Gems 3. NVIDIA Corporation, 2008.
  • [20] Ondrej St'ava, Bedrich Beneś, Matthew Brisbin, and Jaroslav Krivanek. Interactive terrain modeling using hydraulic erosion. In Symposium on Computer Animation, pages 201-210, 2008.
  • [21] D. Jones Michael, Farley McKay, Butler Joseph, and Beardall Matthew. Directable weathering of concave rock using curvature estimation. IEEE Transactions on Visualization and Computer Graphics, pages 81-94, 2009.
  • [22] Peter Kristof, Bedrich Beneś, Jaroslav Krivanek, and Stava Ondrej. Hydraulic erosion using smoothed particle hydrodynamics. In Eurographics, pages 219-228, 2009.
  • [23] Funshing Sin, Adam W. Bargteil, and Jessica K. Hodgins. A point-based method for animating incompressible flow. In Symposium on Computer Animation, pages 247-255, 2009.
  • [24] Javor Kalojanov and Philipp Slusallek. A parallel algorithm for construction of uniform grids. In High Performance Graphics, pages 23-28, 2009.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BWA0-0056-0017
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