Real-time hyper-amplification of planets
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ORIGINAL ARTICLE
Real-time hyper-amplification of planets Yann Cortial1
· Adrien Peytavie2
· Éric Galin2
· Éric Guérin1
© Springer-Verlag GmbH Germany, part of Springer Nature 2020
Abstract We propose an original method for generating planets with a high level of detail in real time. Our approach relies on a procedural hyper-amplification algorithm: a controlled subdivision process that faithfully reproduces landforms and hydrosphere features at different scales. Starting from low-resolution user-defined control maps providing information about the elevation, the presence of large-scale water bodies and landforms types, we apply subdivision rules to obtain a high-resolution hydrologically consistent planet model. We first generate large-scale river networks connected to inner seas and oceans and then synthesize the detailed hydrographic landscapes, including river tributaries and lakes, mountain ranges, valleys, plateaus, deserts and hills systems. Our GPU implementation allows to interactively explore planets that are produced by tectonic simulations, generated procedurally or authored by artists. Keywords Terrain modeling · Planets · Amplification · Adaptive subdivision · Procedural generation
1 Introduction The surface of planets represents a vast domain, typically several hundreds of millions of square kilometers, featuring a vast variety of landforms, and possibly a hydrosphere and an atmosphere. Modeling and generating huge-scale environments with a high level of detail remains a complex problem in computer graphics. This challenge stems not only from the range of scales and their corresponding landforms and patterns that need to be synthesized, but also from the global geomorphological consistency that has to be preserved. But for a few notable exceptions [4,6,7], this challenge has seldom been investigated in computer graphics research. In Electronic supplementary material The online version of this article (https://doi.org/10.1007/s00371-020-01923-4) contains supplementary material, which is available to authorized users.
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Yann Cortial [email protected] Adrien Peytavie [email protected] Éric Galin [email protected] Éric Guérin [email protected]
1
LIRIS-CNRS INSA Lyon, Villeurbanne, France
2
LIRIS-CNRS Université de Lyon, Villeurbanne, France
contrast, the entertainment industry is investigating in the direction of large-scale procedural generation methods, a trend exemplified by the still-in-development game Star Citc . Pipelines for interactive or real-time procedural planizen ets generation and exploration have been proposed by professional studios. Those methods focus on control and mostly rely on blending heightfields authored by artists. Therefore, the generated terrains lack geomorphological coherence and consistency, for the most part due to the absence of hydrographic features. At the time of this writing, publicly available material allows to infer that the generated planets have a reduced 1:15 scale, i.e., a corresponding radius of ≈ 400 km . A
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