Simulation, Modeling and Authoring of Glaciers
Autor: | Eric Guérin, Adrien Peytavie, Oscar Argudo, Eric Galin, Axel Paris |
---|---|
Přispěvatelé: | Origami (Origami), Laboratoire d'InfoRmatique en Image et Systèmes d'information (LIRIS), Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Institut National des Sciences Appliquées (INSA)-Université de Lyon-Institut National des Sciences Appliquées (INSA)-Centre National de la Recherche Scientifique (CNRS)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-École Centrale de Lyon (ECL), Université de Lyon-Université Lumière - Lyon 2 (UL2)-Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Université Lumière - Lyon 2 (UL2) |
Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
geography
geography.geographical_feature_category Landform Bedrock Simulation modeling Mesoscale meteorology 020207 software engineering Glacier Terrain 02 engineering and technology Computer Graphics and Computer-Aided Design [INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] Glaciology Moraine 0202 electrical engineering electronic engineering information engineering [INFO]Computer Science [cs] Geomorphology Geology |
Zdroj: | ACM Transactions on Graphics ACM Transactions on Graphics, Association for Computing Machinery, 2020, 39, ⟨10.1145/3414685⟩ |
ISSN: | 0730-0301 1557-7368 |
Popis: | International audience; 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. |
Databáze: | OpenAIRE |
Externí odkaz: |