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Fast, realistic terrain synthesis

Includes bibliographical references

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Bibliographic Details
Main Author: Crause, Justin
Other Authors: Gain, James
Format: Thesis
Language:English
Published: Department of Computer Science 2016
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access_status_str Open Access
author Crause, Justin
author2 Gain, James
author_browse Crause, Justin
Gain, James
author_facet Gain, James
Crause, Justin
author_sort Crause, Justin
collection Thesis
description Includes bibliographical references
format Thesis
id oai:open.uct.ac.za:11427/17397
institution University of Cape Town (South Africa)
language eng
last_indexed 2026-06-10T12:34:03.682Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2016
publishDateRange 2016
publishDateSort 2016
publisher Department of Computer Science
publisherStr Department of Computer Science
record_format dspace
source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/17397 Fast, realistic terrain synthesis Crause, Justin Gain, James Marais, Patrick [ Computer Science Includes bibliographical references The authoring of realistic terrain models is necessary to generate immersive virtual environments for computer games and film visual effects. However, creating these landscapes is difficult - it usually involves an artist spending many hours sculpting a model in a 3D design program. Specialised terrain generation programs exist to rapidly create artificial terrains, such as Bryce (2013) and Terragen (2013). These make use of complex algorithms to pseudo-randomly generate the terrains, which can then be exported into a 3D editing program for fine tuning. Height-maps are a 2D data-structure, which stores elevation values, and can be used to represent terrain data. They are also a common format used with terrain generation and editing systems. Height-maps share the same storage design as image files, as such they can be viewed like any picture and image transformation algorithms can be applied to them. Early techniques for generating terrains include fractal generation and physical simulation. These methods proved difficult to use as the algorithms were manipulated with a set of parameters. However, the outcome from changing the values is not known, which results in the user changing values over several iterations to produce their desired terrain. An improved technique brings in a higher degree of user control as well as improved realism, known as texture-based terrain synthesis. This borrows techniques from texture synthesis, which is the process of algorithmically generating a larger image from a smaller sample image. Texture-based terrain synthesis makes use or real-world terrain data to produce highly realistic landscapes, which improves upon previous techniques. Recent work in texture-based synthesis has focused on improving both the realism and user control, through the use of sketching interfaces. We present a patch-based terrain synthesis system that utilises a user sketch to control the location of desired terrain features, such as ridges and valleys. Digital Elevation Models (DEMs) of real landscapes are used as exemplars, from which candidate patches of data are extracted and matched against the user's sketch. The best candidates are merged seamlessly into the final terrain. Because real landscapes are used the resulting terrain appears highly realistic. Our research contributes a new version of this approach that employs multiple input terrains and acceleration using a modern Graphics Processing Unit (GPU). The use of multiple inputs increases the candidate pool of patches and thus the system is capable of producing more varied terrains. This addresses the limitation where supplying the wrong type of input terrain would fail to synthesise anything useful, for example supplying the system with a mountainous DEM and expecting deep valleys in the output. We developed a hybrid multithreaded CPU and GPU implementation that achieves a 45 times speedup. 2016-02-29T13:24:06Z 2016-02-29T13:24:06Z 2015 Master Thesis Masters MSc http://hdl.handle.net/11427/17397 eng application/pdf Department of Computer Science Faculty of Science University of Cape Town
spellingShingle Computer Science
Crause, Justin
Fast, realistic terrain synthesis
thesis_degree_str Master's
title Fast, realistic terrain synthesis
title_full Fast, realistic terrain synthesis
title_fullStr Fast, realistic terrain synthesis
title_full_unstemmed Fast, realistic terrain synthesis
title_short Fast, realistic terrain synthesis
title_sort fast realistic terrain synthesis
topic Computer Science
url http://hdl.handle.net/11427/17397
work_keys_str_mv AT crausejustin fastrealisticterrainsynthesis