Real-time hyper-amplification of planets

We propose an original method for generating planets with a high level of detail in real time. Our approach relies on a procedural hyper-amplification algorithm: a controlled subdivision process that faithfully reproduces landforms and hydrosphere features at different scales. Starting from low-reso...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:The Visual computer 2020-10, Vol.36 (10-12), p.2273-2284
Hauptverfasser: Cortial, Yann, Peytavie, Adrien, Galin, Éric, Guérin, Éric
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:We propose an original method for generating planets with a high level of detail in real time. Our approach relies on a procedural hyper-amplification algorithm: a controlled subdivision process that faithfully reproduces landforms and hydrosphere features at different scales. Starting from low-resolution user-defined control maps providing information about the elevation, the presence of large-scale water bodies and landforms types, we apply subdivision rules to obtain a high-resolution hydrologically consistent planet model. We first generate large-scale river networks connected to inner seas and oceans and then synthesize the detailed hydrographic landscapes, including river tributaries and lakes, mountain ranges, valleys, plateaus, deserts and hills systems. Our GPU implementation allows to interactively explore planets that are produced by tectonic simulations, generated procedurally or authored by artists.
ISSN:0178-2789
1432-2315
1432-8726
DOI:10.1007/s00371-020-01923-4