Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches

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Date
2018
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Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
We introduce a novel method for interactive generation of visually consistent, snow-covered landscapes and provide control of their dynamic evolution over time. Our main contribution is the real-time phenomenological simulation of avalanches and other user-guided events, such as tracks left by Nordic skiing, which can be applied to interactively sculpt the landscape. The terrain is modeled as a height field with additional layers for stable, compacted, unstable, and powdery snow, which behave in combination as a semi-viscous fluid. We incorporate the impact of several phenomena, including sunlight, temperature, prevailing wind direction, and skiing activities. The snow evolution includes snow-melt and snow-drift, which a ect stability of the snow mass and the probability of avalanches. A user can shape landscapes and their evolution either with a variety of interactive brushes, or by prescribing events along a winter season time-line. Our optimized GPU-implementation allows interactive updates of snow type and depth across a large (10 10km) terrain, including real-time avalanches, making this suitable for visual assets in computer games. We evaluate our method through perceptual comparison against exiting methods and real snow-depth data.
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@article{
10.1111:cgf.13379
, journal = {Computer Graphics Forum}, title = {{
Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches
}}, author = {
Cordonnier, Guillaume
and
Ecormier, Pierre
and
Galin, Eric
and
Gain, James
and
Benes, Bedrich
and
Cani, Marie-Paule
}, year = {
2018
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.13379
} }
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