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Simulation, modeling and authoring of glaciers
ACM Transactions on Graphics  ( IF 6.2 ) Pub Date : 2020-11-27 , DOI: 10.1145/3414685.3417855
Oscar Argudo 1 , Eric Galin 1 , Adrien Peytavie 1 , Axel Paris 1 , Eric Guérin 2
Affiliation  

Glaciers are some of the most visually arresting and scenic elements of cold regions and high mountain landscapes. Although snow-covered terrains have previously received attention in computer graphics, simulating the temporal evolution of glaciers as well as modeling their wide range of features has never been addressed. In this paper, we combine a Shallow Ice Approximation simulation with a procedural amplification process to author high-resolution realistic glaciers. Our multiresolution method allows the interactive simulation of the formation and the evolution of glaciers over hundreds of years. The user can easily modify the environment variables, such as the average temperature or precipitation rate, to control the glacier growth, or directly use brushes to sculpt the ice or bedrock with interactive feedback. Mesoscale and smallscale landforms that are not captured by the glacier simulation, such as crevasses, moraines, seracs, ogives, or icefalls are synthesized using procedural rules inspired by observations in glaciology and according to the physical parameters derived from the simulation. Our method lends itself to seamless integration into production pipelines to decorate reliefs with glaciers and realistic ice features.

中文翻译:

冰川的模拟、建模和创作

冰川是寒冷地区和高山景观中最具视觉吸引力和风景的元素之一。尽管冰雪覆盖的地形以前在计算机图形学中受到了关注,但模拟冰川的时间演变以及对其广泛的特征进行建模从未得到解决。在本文中,我们将浅冰近似模拟与程序放大过程相结合,以创作高分辨率逼真的冰川。我们的多分辨率方法允许交互式模拟数百年来冰川的形成和演变。用户可以轻松修改环境变量,例如平均温度或降水率,以控制冰川的生长,或直接使用画笔雕刻冰或基岩并提供交互式反馈。冰川模拟未捕捉到的中尺度和小尺度地貌,如裂缝、冰碛、冰锥、尖顶或冰瀑,使用受冰川学观察启发的程序规则并根据模拟得出的物理参数进行合成。我们的方法有助于无缝集成到生产管道中,用冰川和逼真的冰面装饰浮雕。
更新日期:2020-11-27
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