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1. Identity statement
Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Holder Codeibi 8JMKD3MGPEW34M/46T9EHH
Identifier8JMKD3MGPBW34M/3A3BFC2
Repositorysid.inpe.br/sibgrapi/2011/07.08.22.48
Last Update2011:07.08.22.48.01 (UTC) administrator
Metadata Repositorysid.inpe.br/sibgrapi/2011/07.08.22.48.01
Metadata Last Update2022:09.13.03.49.09 (UTC) administrator
DOI10.1109/SIBGRAPI.2011.28
Citation KeyBernhardtMaxVelHnaCan:2011:ReTeMo
TitleReal-time terrain modeling using CPU-GPU coupled computation
FormatDVD, On-line.
Year2011
Access Date2024, Apr. 28
Number of Files1
Size1245 KiB
2. Context
Author1 Bernhardt, Adrien
2 Maximo, André
3 Velho, Luiz Carlos Pacheco Rodrigues
4 Hnaidi, Houssam
5 Cani, Marie-Paule
Affiliation1 INRIA
2 IMPA
3 IMPA
4 LIRIS, CNRS, Univ. Lyon 1
5 INRIA
EditorLewiner, Thomas
Torres, Ricardo
e-Mail Addressandmax@gmail.com
Conference NameConference on Graphics, Patterns and Images, 24 (SIBGRAPI)
Conference LocationMaceió, AL, Brazil
Date28-31 Aug. 2011
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Book TitleProceedings
Tertiary TypeFull Paper
History (UTC)2011-07-23 15:36:12 :: andmax@gmail.com -> administrator :: 2011
2022-09-13 03:49:09 :: administrator -> :: 2011
3. Content and structure
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Version Typefinaldraft
Keywordscoupled computation
sketch-based modeling
terrain modeling
GPU tessellation
AbstractMotivated 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. .
Arrangement 1urlib.net > SDLA > Fonds > SIBGRAPI 2011 > Real-time terrain modeling...
Arrangement 2urlib.net > SDLA > Fonds > Full Index > Real-time terrain modeling...
doc Directory Contentaccess
source Directory Contentthere are no files
agreement Directory Content
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4. Conditions of access and use
data URLhttp://urlib.net/ibi/8JMKD3MGPBW34M/3A3BFC2
zipped data URLhttp://urlib.net/zip/8JMKD3MGPBW34M/3A3BFC2
Languageen
Target Fileterraintess.pdf
User Groupandmax@gmail.com
Visibilityshown
5. Allied materials
Mirror Repositorysid.inpe.br/banon/2001/03.30.15.38.24
Next Higher Units8JMKD3MGPEW34M/46SKNPE
8JMKD3MGPEW34M/4742MCS
Citing Item Listsid.inpe.br/sibgrapi/2022/05.15.00.56 6
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
6. Notes
Empty Fieldsarchivingpolicy archivist area callnumber contenttype copyholder copyright creatorhistory descriptionlevel dissemination documentstage edition electronicmailaddress group isbn issn label lineage mark nextedition notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder schedulinginformation secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url volume


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