Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches
dc.contributor.author | Cordonnier, Guillaume | en_US |
dc.contributor.author | Ecormier, Pierre | en_US |
dc.contributor.author | Galin, Eric | en_US |
dc.contributor.author | Gain, James | en_US |
dc.contributor.author | Benes, Bedrich | en_US |
dc.contributor.author | Cani, Marie-Paule | en_US |
dc.contributor.editor | Gutierrez, Diego and Sheffer, Alla | en_US |
dc.date.accessioned | 2018-04-14T18:25:35Z | |
dc.date.available | 2018-04-14T18:25:35Z | |
dc.date.issued | 2018 | |
dc.description.abstract | We introduce a novel method for interactive generation of visually consistent, snow-covered landscapes and provide control of their dynamic evolution over time. Our main contribution is the real-time phenomenological simulation of avalanches and other user-guided events, such as tracks left by Nordic skiing, which can be applied to interactively sculpt the landscape. The terrain is modeled as a height field with additional layers for stable, compacted, unstable, and powdery snow, which behave in combination as a semi-viscous fluid. We incorporate the impact of several phenomena, including sunlight, temperature, prevailing wind direction, and skiing activities. The snow evolution includes snow-melt and snow-drift, which a ect stability of the snow mass and the probability of avalanches. A user can shape landscapes and their evolution either with a variety of interactive brushes, or by prescribing events along a winter season time-line. Our optimized GPU-implementation allows interactive updates of snow type and depth across a large (10 10km) terrain, including real-time avalanches, making this suitable for visual assets in computer games. We evaluate our method through perceptual comparison against exiting methods and real snow-depth data. | en_US |
dc.description.number | 2 | |
dc.description.sectionheaders | Modeling and Visualization | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 37 | |
dc.identifier.doi | 10.1111/cgf.13379 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 497-509 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.13379 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13379 | |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | Computing methodologies | |
dc.subject | Shape modeling | |
dc.subject | Human | |
dc.subject | centered computing | |
dc.subject | Interaction techniques | |
dc.title | Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches | en_US |