![]() Using our system, we show that a user can start from various input types: storyboard sketches, photographs or height maps to easily develop and customise a virtual terrain. In our approach, patches from a sample terrain (represented by a height field) are used to generate a new terrain. Abstract: In this paper, we present an example-based system for terrain synthesis. We employ a frequency-band subdivision of elevation maps to allow using the appropriate editing tool for each level of detail. Terrain Synthesis from Digital Elevation Models. Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple. We present a sketch-based toolset for asset-guided creation and intuitive editing of virtual terrains, allowing the manipulation of both elevation maps and 3D meshes, and exploiting a layer-based interface. This work proposes an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specific tasks, each of which is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts. Moreover, artists often prefer a workflow involving varied reference material such as photographs, concept art, elevation maps and satellite images, for the incorporation of which there is little support from commercial content-creation tools. Procedural and stochastic methods for automated terrain generation produce plausible results but lack intuitive control of the terrain features, while data driven methods offer more creative control at the cost of a limited feature set, higher storage requirements and blending artefacts. Authoring virtual terrains can be a challenging task.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |