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@InProceedings{BernhardtMaxVelHnaCan:2011:ReTeMo,
               author = "Bernhardt, Adrien and Maximo, Andr{\'e} and Velho, Luiz Carlos 
                         Pacheco Rodrigues and Hnaidi, Houssam and Cani, Marie-Paule",
          affiliation = "INRIA and IMPA and IMPA and LIRIS, CNRS, Univ. Lyon 1 and INRIA",
                title = "Real-time terrain modeling using CPU-GPU coupled computation",
            booktitle = "Proceedings...",
                 year = "2011",
               editor = "Lewiner, Thomas and Torres, Ricardo",
         organization = "Conference on Graphics, Patterns and Images, 24. (SIBGRAPI)",
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
             keywords = "coupled computation, sketch-based modeling, terrain modeling, GPU 
                         tessellation.",
             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. .",
  conference-location = "Macei{\'o}, AL, Brazil",
      conference-year = "28-31 Aug. 2011",
                  doi = "10.1109/SIBGRAPI.2011.28",
                  url = "http://dx.doi.org/10.1109/SIBGRAPI.2011.28",
             language = "en",
                  ibi = "8JMKD3MGPBW34M/3A3BFC2",
                  url = "http://urlib.net/ibi/8JMKD3MGPBW34M/3A3BFC2",
           targetfile = "terraintess.pdf",
        urlaccessdate = "2024, Apr. 27"
}


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