The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Methods for realistic landscape imaging
Methods for realistic landscape imaging
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Computer rendering of stochastic models
Communications of the ACM
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Declarative terrain modeling for military training games
International Journal of Computer Games Technology
3D-city modeling: a semi-automatic framework for integrating different terrain models
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Interactive Editing of GigaSample Terrain Fields
Computer Graphics Forum
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
LandSketch: a first person point-of-view example-based terrain modeling approach
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
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Virtual outdoor terrain used for games is generally created by a level designer, using a variety of tools. These tools are currently based either on local interactive brush-based terrain sculpting or on global, parameterized algorithmic synthesis/adaptation of complete heightfields. Both tool types have largely complementary benefits and drawbacks. In this paper, we present procedural brushes, which combine the strengths of both tool types, offering a seamless transition from local control to fully automated generation, depending on the brush size. To optimize the execution speed of the computationally-intensive procedural algorithms, we propose to use the huge processing power of today's graphics hardware. For this, the procedural algorithms have been translated to shaders, and are used as part of a pipeline to render changes on a heightfield in video memory. We present a GPU brush editing pipeline for graphics hardware supporting Shader Model 3.0, coping with hardware restrictions regarding blend modes, precision and texture size. Several implemented procedural algorithms are described as well, two of which are novel. Experiments showed that the implemented system resulted in a speedup of roughly one order of magnitude over a reference CPU pipeline implementation. This made it possible for users to apply both trivial and complex procedural brushes at interactive rates, thus leading to a more efficient creation of complex virtual worlds.