terrain generation
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IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Chien-Wen Chen ◽  
Min-Chun Hu ◽  
Wei-Ta Chu ◽  
Jun-Cheng Chen

2021 ◽  
Author(s):  
Lucian-Valentin Deaconu ◽  
◽  
Constantin Ioan Nandra ◽  
Dorian Gorgan ◽  
◽  
...  

2020 ◽  
Vol 207 ◽  
pp. 104276
Author(s):  
R.A. Catarelli ◽  
P.L. Fernández-Cabán ◽  
F.J. Masters ◽  
J.A. Bridge ◽  
K.R. Gurley ◽  
...  

2020 ◽  
Vol 9 (11) ◽  
pp. 650
Author(s):  
Sergiy Kostrikov ◽  
Rostyslav Pudlo ◽  
Dmytro Bubnov ◽  
Vladimir Vasiliev

Our research presents a complete R&D cycle—from the urban terrain generation and feature extraction by raw LiDAR data processing, through visualizing a huge number of urban features, and till applied thematic use cases based on these features extracted and modeled. Firstly, the paper focuses on the original contribution to algorithmic solutions concerning the fully automated extraction of building models with the urban terrain generation. Topography modeling and extraction of buildings, as two key constituents of the robust algorithmic pipeline, have been examined. The architectural scheme of the multifunctional software family—EOS LIDAR Tool (ELiT) has been presented with characteristics of its key functionalities and examples of a user interface. Both desktop, and web server software, as well as a cloud-based application, ELiT Geoportal (EGP), as an entity for online geospatial services, have been elaborated on the base of the approach presented. Further emphasis on the web-visualization with Cesium 3D Tiles has demonstrated the original algorithm for efficient feature visualizing though the EGP locations. Summarizing presentation of two thematic use-cases has finalized this research, demonstrating those applied tasks, which can be efficiently resolved with the workflow presented. A necessity of a conclusive workflow elaboration for use cases, which would be based on the actual semantics, has been emphasized.


2020 ◽  
Vol 36 (10-12) ◽  
pp. 2263-2272 ◽  
Author(s):  
Roland Fischer ◽  
Philipp Dittmann ◽  
René Weller ◽  
Gabriel Zachmann

Abstract Advances in computer technology and increasing usage of computer graphics in a broad field of applications lead to rapidly rising demands regarding size and detail of virtual landscapes. Manually creating huge, realistic looking terrains and populating them densely with assets is an expensive and laborious task. In consequence, (semi-)automatic procedural terrain generation is a popular method to reduce the amount of manual work. However, such methods are usually highly specialized for certain terrain types and especially the procedural generation of landscapes composed of different biomes is a scarcely explored topic. We present a novel system, called AutoBiomes, which is capable of efficiently creating vast terrains with plausible biome distributions and therefore different spatial characteristics. The main idea is to combine several synthetic procedural terrain generation techniques with digital elevation models (DEMs) and a simplified climate simulation. Moreover, we include an easy-to-use asset placement component which creates complex multi-object distributions. Our system relies on a pipeline approach with a major focus on usability. Our results show that our system allows the fast creation of realistic looking terrains.


Author(s):  
Yinghao Chen ◽  
Leisheng Zhou ◽  
Jianping Xia

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