Fakultät Informatik

Real-Time Editing, Synthesis, and Rendering of Infinite Landscapes on GPUs

 Jens Schneider, Tobias Boldte, Rüdiger Westermann

Computer Graphics and Visualization Group, Technical University Munich, Germany

Background

Recent advances in algorithms and graphics hardware have opened the possibility to render large terrain fields at interactive rates on commodity PCs. Due to these advances it is possible today to interactively synthesize artificial terrains using procedural descriptions. Our paper extends on this work by presenting a new GPU method for real-time editing, synthesis, and rendering of infinite landscapes exhibiting a wide range of geological structures. Our method builds upon the concept of projected grids to achieve near-optimal sampling of the landscape. We describe the integration of procedural shaders for multifractals into this approach, and we propose intuitive options to edit the shape of the resulting terrain. The method is multi-scale and adaptive in nature, and it has been extended towards infinite and spherical domains. In combination with geo-typical textures that automatically adapt to the shape being synthesized, a powerful method for the creation and rendering of realistic landscapes is presented.

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Some pictures generated with the described system at over 60fps. Click to enlarge (1.5 - 2.2MB per image).

Videos

low quality [20 MB wmv]
high quality [140 MB avi]

 

News

- In collaboration with partners from industry, we have a number of thesis topics available in the area of point-based rendering, geo-localization using public data, scene fusion from different viewpoints. If you are interested, please contact  westermann(at)tum.de

 

- Game Devel. Lab Practical for SS'18: kick off meeting on April 3rd,  details here. No matching system sign-up needed!

 

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