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

dc.contributor.authorCordonnier, Guillaumeen_US
dc.contributor.authorEcormier, Pierreen_US
dc.contributor.authorGalin, Ericen_US
dc.contributor.authorGain, Jamesen_US
dc.contributor.authorBenes, Bedrichen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.contributor.editorGutierrez, Diego and Sheffer, Allaen_US
dc.date.accessioned2018-04-14T18:25:35Z
dc.date.available2018-04-14T18:25:35Z
dc.date.issued2018
dc.description.abstractWe 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.en_US
dc.description.number2
dc.description.sectionheadersModeling and Visualization
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume37
dc.identifier.doi10.1111/cgf.13379
dc.identifier.issn1467-8659
dc.identifier.pages497-509
dc.identifier.urihttps://doi.org/10.1111/cgf.13379
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13379
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectShape modeling
dc.subjectHuman
dc.subjectcentered computing
dc.subjectInteraction techniques
dc.titleInteractive Generation of Time-evolving, Snow-Covered Landscapes with Avalanchesen_US
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