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Real-time Terrain Modeling using CPU-GPU Coupled Computation

Adrien Bernhardt, Andre Maximo, Luiz Velho, Houssam Hnaidi, Marie-Paule Cani
INRIA, Grenoble Univ., France
XXIV SIBGRAPI – Conference on Graphics, Patterns and Images, 2011

@inproceedings{Bernhardt:2011,

   author={B}ernhardt, {A}drien and {M}aximo, {A}ndre and {V}elho, {L}uiz and {H}naidi, {H}oussam and {C}ani, {M}arie-{P}aule},

   title={R}eal-time {T}errain {M}odeling using {CPU}-{GPU} {C}oupled {C}omputation},

   booktitle={C}onference on {G}raphics, {P}atterns and {I}mages, 24 ({SIBGRAPI})},

   editor={T}homas {L}ewiner and {R}icardo {T}orres},

   month={august},

   year={2011},

   pages={1–1},

   location={M}acei{‘o}, {AL},

   publisher={IEEE} {C}omputer {S}ociety {C}onference {P}ublishing {S}ervices},

   address={L}os {A}lamitos, {CA}, {USA}

}

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Motivated by the importance of having real-time feedback in sketch-based modeling tools, we present a framework for terrain edition capable of generating and displaying complex and high-resolution terrains. Our system is efficient and fast enough to allow the user to see the terrain morphing at the same time the drawing editing occurs. We have two types of editing interactions: the user can draw strokes creating elevations and crevices; and previous strokes can be interactively moved to different regions of the terrain. One interesting feature of our tool is that terrain primitives can be interactively manipulated similarly to primitives in vector-graphics tools. We achieve realtime performance in both modeling and rendering using a hybrid CPU
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