Cited by 4Computer Graphics and Visualization Techniques3D Shape Modeling and AnalysisArtificial Intelligence in Games

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Real‐time Terrain Enhancement with Controlled Procedural Patterns

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Grenier, C., Guérin, É., Galin, É., Sauvage, B.·2024·Computer Graphics Forum

Abstract

Assisting the authoring of virtual terrains is a perennial challenge in the creation of convincing synthetic landscapes. Particularly, there is a need for augmenting artist‐controlled low‐resolution models with consistent relief details. We present a structured noise that procedurally enhances terrains in real time by adding spatially varying erosion patterns. The patterns can be cascaded, i.e. narrow ones are nested into large ones. Our model builds upon the Phasor noise, which we adapt to the specific characteristics of terrains (water flow, slope orientation). Relief details correspond to the underlying terrain characteristics and align with the slope to preserve the coherence of generated landforms. Moreover, our model allows for artist control, providing a palette of control maps, and can be efficiently implemented in graphics hardware, thus allowing for real‐time synthesis and rendering, therefore permitting effective and intuitive authoring.

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References 30 · Cited by 4

Research works printed but not linked: 32

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Metadata

Authors
Grenier, C., Guérin, É., Galin, É., & Sauvage, B.
Affiliations
  • Centre National de la Recherche Scientifique (FR)
  • Lyon 1 Université (FR)
Corresponding author
Grenier, C.
Venue
Computer Graphics Forum
Publisher
Wiley
Published
2023-11-23
Volume
43
Issue
1
Pages
e14992
ISSN
  • 0167-7055 (ISSN-L)
  • 1467-8659
OpenAlex
W4388991119
Cited by
4
References
30
Citations by year
2026: 2 · 2025: 1 · 2024: 1
FWCI
2.31
Type
journal article
Language
en
Open access
Locations
  • Computer Graphics Forum (publishedVersion, cc-by-nc)
  • HAL (submittedVersion, cc-by-nc)
  • HAL (submittedVersion)
Funders
Agence Nationale de la Recherche (ReProcTex(ANR‐19‐CE33‐0011‐01), Ampli(ANR‐20‐CE23‐0001), EOLE(ANR‐23‐CE56‐0008‐02))
Topics
  • Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
  • Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › 3D Shape Modeling and Analysis
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
procedural noise, structured noise, erosion patterns, real-time rendering, artist control, control maps, water flow, slope orientation

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