Environmental Objects for Authoring Procedural Scenes

Abstract : We propose a novel approach for authoring large scenes with automatic enhancement of objects to create geometric decoration details such as snow cover, icicles, fallen leaves, grass tufts or even trash. We introduce environmental objects that extend an input object geometry with a set of procedural effects that defines how the object reacts to the environment, and by a set of scalar fields that defines the influence of the object over of the environment. The user controls the scene by modifying environmental variables, such as temperature or humidity fields. The scene definition is hierarchical: objects can be grouped and their behaviours can be set at each level of the hierarchy. Our per object definition allows us to optimize and accelerate the effects computation, which also enables us to generate large scenes with many geometric details at a very high level of detail. In our implementation, a complex urban scene of 10 000 m², represented with details of less than 1 cm, can be locally modified and entirely regenerated in a few seconds.
Type de document :
Article dans une revue
Computer Graphics Forum, Wiley, 2016, 35 (1), pp.296-308 〈http://onlinelibrary.wiley.com/doi/10.1111/cgf.12726/full〉. 〈10.1111/cgf.12726〉
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Soumis le : jeudi 19 mai 2016 - 15:01:20
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François Grosbellet, Adrien Peytavie, Eric Guérin, Eric Galin, Stéphane Mérillou, et al.. Environmental Objects for Authoring Procedural Scenes. Computer Graphics Forum, Wiley, 2016, 35 (1), pp.296-308 〈http://onlinelibrary.wiley.com/doi/10.1111/cgf.12726/full〉. 〈10.1111/cgf.12726〉. 〈hal-01250526〉



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