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Génération de détails dans les mondes procéduraux

Abstract : Procedural modeling of virtual worlds is an active research field in computer science. A large amount of methods have been published in this field : modeling of plants, trees, buildings, cities or terrains, and aging and weathering simulations. In this context, changes of appearance are a very active research field too, due to the way they impact the realism of produced virtual scenes. This research focuses on a procedural method that can represent the changes of appearance as geometrical decorations (snowfall, ice growth, leaves deposits, etc.) on very big scenes with a high level of details. We first propose a hierarchical scene design based on a construction tree whose leaves are environmental objects, a new kind of objects that generate their own geometrical decorations. We then present an implicit formalism to define the environment that contains all the information needed to guide decorations generation. Finally, we detail four procedural methods for generating the geometrical decorations (snow, ice, grass, leaves) of the environmental objects.
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Submitted on : Monday, February 29, 2016 - 9:19:06 AM
Last modification on : Thursday, May 17, 2018 - 4:06:25 AM
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  • HAL Id : tel-01289869, version 2



Francois Grosbellet. Génération de détails dans les mondes procéduraux. Modélisation et simulation. Université de Limoges, 2015. Français. ⟨NNT : 2015LIMO0110⟩. ⟨tel-01289869v2⟩



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