Transition Contour Synthesis with Dynamic Patch Transitions

In this article, we present a novel approach for modulating the shape of transitions between terrain materials to produce detailed and varied contours where blend resolution is limited. Whereas texture splatting and blend mapping add detail to transitions at the texel level, our approach addresses the broader shape of the transition by introducing intermittency and irregularity. Our results have proven that enriched detail of the blend contour can be achieved with a performance competitive to existing approaches without additional texture, geometry resources, or asset preprocessing. We achieve this by compositing blend masks on-the-fly with the subdivision of texture space into differently sized patches to produce irregular contours from minimal artistic input. Our approach is of particular importance for applications where GPU resources or artistic input is limited or impractical.

[1]  Chin-Chen Chang,et al.  Synthesizing transition textures on succession patterns , 2005, GRAPHITE '05.

[2]  Sylvain Lefebvre,et al.  Pattern based procedural textures , 2003, I3D '03.

[3]  Manuel Menezes de Oliveira Neto,et al.  Relief mapping of non-height-field surface details , 2006, I3D '06.

[4]  Feng Tian,et al.  Feature‐based probabilistic texture blending with feature variations for terrains , 2012, Comput. Animat. Virtual Worlds.

[5]  Emilio Ferrara,et al.  Rendering of 3D dynamic virtual environments , 2011, SimuTools.

[6]  Rong-hua Zhang Real-time optimization technology and its application in terrain rendering , 2011, 2011 4th International Congress on Image and Signal Processing.

[7]  Peter-Pike J. Sloan Normal mapping for precomputed radiance transfer , 2006, I3D '06.

[8]  Martin Mittring,et al.  Advanced virtual texture topics , 2008, SIGGRAPH '08.

[9]  James M. Van Verth,et al.  ESSENTIAL MATHEMATICS FOR GAMES & INTERACTIVE GUIDE , 2008 .

[10]  Morgan McGuire,et al.  Indirection mapping for quasi-conformal relief texturing , 2008, I3D '08.

[11]  James M. Van Verth,et al.  Essential Mathematics for Games and Interactive Applications, Second Edition: A Programmer's Guide , 2008 .

[12]  S. Tachi,et al.  Detailed Shape Representation with Parallax Mapping , 2001 .

[13]  Natalya Tatarchuk,et al.  Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering , 2006, SIGGRAPH Courses.

[14]  Johan Andersson Terrain rendering in frostbite using procedural shader splatting , 2007, SIGGRAPH '07.

[15]  Andrew E. Johnson,et al.  Planetary-Scale Terrain Composition , 2009, IEEE Transactions on Visualization and Computer Graphics.

[16]  Alexandre Hardy,et al.  Blend maps: enhanced terrain texturing , 2006 .

[17]  Mark S. Peercy,et al.  Efficient bump mapping hardware , 1997, SIGGRAPH.

[18]  James M. Van Verth,et al.  Essential Mathematics for Games and Interactive Applications: A Programmer's Guide , 2004 .

[19]  Dantong Ouyang,et al.  Texture Synthesis Based on Terrain Feature Recognition , 2008, 2008 International Conference on Computer Science and Software Engineering.