Allowing the real-time exploration of huge, detailed, heterogeneous synthetic terrains remains an unsolved challenge in computer graphics, despite forty years of research. In general, existing methods only handle terrains of limited extent, defined over a planar topology. In this thesis, we explore terrain modeling at maximum-scale, i.e. at planetary scale - a scale which exceeds by four orders of magnitude the extent of the domain of classical terrain synthesis. However, this problem has been largely neglected, only a couple of modeling methods have been proposed in past research. To tackle this challenge, we propose a novel decoupled solution, capable of generating true-to-scale planets. Our architecture takes first into account the geolo...
Real-Time visualization of interactive simulation environments using large datasets of height fields...
There are five fundamental concerns in the synthesis of realistic imagery of fractal landscapes: 1) ...
Terrain generation is a fundamental requirement of many computer graphics simulations, including com...
Allowing the real-time exploration of huge, detailed, heterogeneous synthetic terrains remains an un...
The development of new technologies allows the interactive visualization of virtual worlds showing a...
International audienceWe propose an original method for generating planets with a high level of deta...
Although a thoroughly researched topic, terrain rendering still presents challenges. For instance, ...
With the increasing computing and storage capabilities of recent hardware, movie and video games ind...
The authoring of realistic terrain models is necessary to generate immersive virtual environments fo...
In this thesis, we address the problem of automatic generation of graphical content with a high leve...
International audienceWe present a procedural method for authoring synthetic tectonic planets. Inste...
Includes bibliographical referencesThe authoring of realistic terrain models is necessary to generat...
The generation of natural shapes has been the subject of much research for many years. Several metho...
Cette thèse (qui a pour intitulé "Représentation, modélisation et génération procédurale de terrains...
Afin de créer des productions toujours plus réalistes, les industries du jeu vidéo et du cinéma cher...
Real-Time visualization of interactive simulation environments using large datasets of height fields...
There are five fundamental concerns in the synthesis of realistic imagery of fractal landscapes: 1) ...
Terrain generation is a fundamental requirement of many computer graphics simulations, including com...
Allowing the real-time exploration of huge, detailed, heterogeneous synthetic terrains remains an un...
The development of new technologies allows the interactive visualization of virtual worlds showing a...
International audienceWe propose an original method for generating planets with a high level of deta...
Although a thoroughly researched topic, terrain rendering still presents challenges. For instance, ...
With the increasing computing and storage capabilities of recent hardware, movie and video games ind...
The authoring of realistic terrain models is necessary to generate immersive virtual environments fo...
In this thesis, we address the problem of automatic generation of graphical content with a high leve...
International audienceWe present a procedural method for authoring synthetic tectonic planets. Inste...
Includes bibliographical referencesThe authoring of realistic terrain models is necessary to generat...
The generation of natural shapes has been the subject of much research for many years. Several metho...
Cette thèse (qui a pour intitulé "Représentation, modélisation et génération procédurale de terrains...
Afin de créer des productions toujours plus réalistes, les industries du jeu vidéo et du cinéma cher...
Real-Time visualization of interactive simulation environments using large datasets of height fields...
There are five fundamental concerns in the synthesis of realistic imagery of fractal landscapes: 1) ...
Terrain generation is a fundamental requirement of many computer graphics simulations, including com...