Z303 + terrain   110

Distance Fields
are useful in a variety of graphics applications, including antialiasing, ray marching, and texture synthesis. Sometimes they are computed analytically from functions, but often they are generated from voxelized meshes or 2D bitmaps.
rendering  terrain  fractals  raytracing 
october 2018 by Z303
Interactive Example-Based Terrain Authoring with Conditional Generative Adversarial Networks
Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control.
terrain  fractals 
september 2017 by Z303
UtyMap is a library which provides highly customizable API for procedural world generation based on real map data, e.g. OpenStreetMap, NaturalEarth. Core logic is written on C++11 and can be used on many platforms as it has no dependency to specific game engine or application framework.
terrain  api  tools  OpenStreetMap  NaturalEarth  C++ 
july 2016 by Z303
Tinman 3D SDK
is a software development kit for real-time three-dimensional terrain rendering, processing and analysis. It consumes unlimited amounts of geodata and processes them into ready-to-use terrain modules. Using these, Tinman creates a global coherent three-dimensional representation of the terrain: a fully textured and adaptive continuous level-of-detail triangle mesh. The terrain mesh is used for interactive rendering and real-time spatial analysis. Via export, third-party applications can benefit from efficient terrain geometry: precise tessellation and minimal resource consumption, both at the same time.
terrain  3d  dem  graphics  rendering  tools 
february 2016 by Z303
A C++/OpenGL library for the real-time realistic rendering of very large and detailed 3D natural scenes on GPU
graphics  library  3d  opengl  c++  terrain 
february 2016 by Z303
Computing Skylight for 2D Height Fields by Finding 1D Height Field Horizons in Amortized Constant Time
Computing the light from the sky on a 2D height field requires computing the horizon from each location, equivalent to computing the ambient occlusion due to the ground. It is possible to use the regular grid layout to reduce the 2D computation to a collection of 1D computations. It is possible to compute the 1D horizon for N points in O(N) time using a single pass that tracks the convex hull of points-so-far.
heightfields  terrain  lighting  computergraphics 
october 2015 by Z303
Modeling Real-World Terrain with Exponentially Distributed Noise
A statistical analysis of elevation data from a 160,000 square kilometer region at horizontal intervals from 5 meters up to 164 kilometers finds that terrain gradients appear to be exponentially distributed. Simple modifications to the Perlin noise algorithm and the amortized noise algorithm change the gradient distribution in each octave to an exponential distribution, resulting in varied and interesting procedurally generated terrain.
rendering  terrain  fractals  noise  research  pdf 
august 2015 by Z303
3D planetary engine for seamless planet rendering from space down to the surface. Can use arbitrary resolution of elevation data, refining it to centimetre resolution using fractal algorithms.
gaming  engine  3d  terrain 
june 2015 by Z303
A C++/OpenGL library for the real-time realistic rendering of very large and detailed 3D natural scenes on GPU
c++  opengl  terrain  rendering  via:gdne.ws 
may 2012 by Z303
Procedural World
Discussing Procedural Terrain, Vegetation and Architecture generation. Also OpenCL, Voxels and Computer Graphics in general.
gpu  graphics  opencl  research  Procedural  terrain  via:geeks3d 
august 2011 by Z303
is a portable C++ library that is used to generate coherent noise, a type of smoothly-changing noise. libnoise can generate Perlin noise, ridged multifractal noise, and other types of coherent-noise.
c++  programming  terrain  texture  math  noise  perlin  procedural  library  opensource 
september 2010 by Z303
Ray-Casted BlockMaps for Large Urban Models Streaming and Visualization
a GPU-friendly technique that efficiently exploits the highly structured nature of urban environments to ensure rendering quality and interactive performance of city exploration tasks. Central to our approach is a novel discrete representation, called BlockMap, for the efficient encoding and rendering of a small set of textured buildings far from the viewer.
visualization  BlockMaps  terrain  urban  lod  pdf  research 
february 2010 by Z303
RaycastTerrain Sample
a method for rendering terrain that does not rely on underlying geometry. Rays are cast from the eye and intersected directly with the terrain image map using cone-step mapping. In addition, we add extra detail by tiling and blending relief maps over the terrain and doing a relief map step after the initial cone-step intersection.
graphics  rendering  shaders  raycasting  terrain 
august 2009 by Z303
Procedural Content Generation
is a central knowledge-base for everything related to Procedural Content Generation, as well as a detailed directory of games using Procedural Content Generation.
procedural  terrain  games  rendering  via:nborstad  wki  resources  fractals 
june 2009 by Z303
PCity - Procedural Modeling and Rendering of Cities
The user has to provide only little input data like a configuration file and few maps (f.e. population density or height map).
programming  rendering  urban  opengl  interesting  modeling  procedural  city  generation  terrain 
february 2009 by Z303
Creating Realistic Landscapes
In procedurally generated or procedurally augmented scenes, a common problem is how to scatter something around in a way that looks natural. For example, a landscape might have trees that are evenly scattered, either sparsely as on an African savanna or densely as in a forest. Also, trees are generally surrounded by other vegetation, which is also scattered.
tutorial  modeling  terrain  landscape  rendering  via:hellraizer 
january 2009 by Z303
Terrain Rendering using Spherical Clipmaps
A terrain rendering algorithm for spherical terrains based on clipmaps. It leverages the high geometry throughput of current GPU to render large static triangle sets. The vertices are displaced by a height map texture.
graphics  rendering  Algorithms  terrain  papers  planet  pdf  research  computergraphics  clipmap 
november 2008 by Z303
Parallel Controllable Texture Synthesis
A texture synthesis scheme based on neighborhood matching, with contributions in two areas: parallelism and control. High-quality synthesis produced using a new analysis structure called the Gaussian stack, together with a coordinate upsampling step and a subpass correction approach. The scheme defines an infinite, deterministic, aperiodic texture, from which windows can be computed in real-time on a GPU.
programming  graphics  rendering  pdf  procedural  terrain  texture  generative  synthesis  research  gpgpu  gpu  shaders 
november 2008 by Z303
Random Scattering: Creating Realistic Landscapes
In procedurally generated or procedurally augmented scenes, a common problem is how to scatter something around in a way that looks natural. For example, a landscape might have trees that are evenly scattered, either sparsely as on an African savanna or densely as in a forest. Also, trees are generally surrounded by other vegetation, which is also scattered.
terrain  landscapes  fractals  procedural  trees  computergraphics  rendering 
august 2008 by Z303
is an open source interactive height field generation and manipulation program, giving you the ability to generate random terrain and transform it.
3d  GIS  graphics  programming  terrain  tools  heightfield 
july 2007 by Z303
Terrain Synthesis from Digital Elevation Models
an example-based system for terrain synthesis. Patches from sample terrain (represented by a height field) are used to generate new terrain. The synthesis is guided by a user-sketched feature map that specifies where terrain features occur in the resultin
procedural  terrain  rendering  dem 
march 2007 by Z303
Visualization of Large Terrains Made Easy
an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces.
3d  games  graphics  programming  terrain  rendering  computergraphics 
february 2007 by Z303
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