Real-time terrain modeling using CPU-GPU coupled computation

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Motivated by the importance of having real-time feedback in sketch-based modeling tools, we present a framework for terrain edition capable of generating and displaying complex and high-resolution terrains. Our system is efficient and fast enough to allow the user to see the terrain morphing at the same time the drawing editing occurs. We have two types of editing interactions: the user can draw strokes creating elevations and crevices; and previous strokes can be interactively moved to different regions of the terrain. One interesting feature of our tool is that terrain primitives can be interactively manipulated similarly to primitives in vector-graphics tools. We achieve real-time performance in both modeling and rendering using a hybrid CPU-GPU coupled solution. We maintain a coarse version of the terrain geometry in the CPU by using a quadtree, while a fine version is produced in the GPU using tessellation shaders.

Original languageEnglish
Title of host publicationProceedings - 24th SIBGRAPI Conference on Graphics, Patterns and Images
Pages64-71
Number of pages8
DOIs
Publication statusPublished - 1 Dec 2011
Externally publishedYes
Event24th SIBGRAPI Conference on Graphics, Patterns and Images - Maceio, Alagoas, Brazil
Duration: 28 Aug 201131 Aug 2011

Publication series

NameProceedings - 24th SIBGRAPI Conference on Graphics, Patterns and Images

Conference

Conference24th SIBGRAPI Conference on Graphics, Patterns and Images
Country/TerritoryBrazil
CityMaceio, Alagoas
Period28/08/1131/08/11

Keywords

  • Coupled computation
  • GPU tessellation
  • Sketch-based modeling
  • Terrain modeling

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