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<p align="center"><font color="grey">2018</font></p> | <p align="center"><font color="grey">2018</font></p> | ||
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− | <li>A. Webanck, Y. Cortial, E. Guérin, E. Galin, ''Procedural Cloudscapes'', Computer Graphics Forum, 37(2), Eurographics, 2018.<BR> | + | <li>A. Webanck, Y. Cortial, E. Guérin, E. Galin, ''Procedural Cloudscapes'', Computer Graphics Forum, 37(2), Eurographics, 2018.<BR><BR> |
− | '''Abstract:''' ''We present a phenomenological approach for modeling and animating cloudscapes. We propose a compact procedural model for representing the different types of cloud over a range of altitudes. We define primitive-based field functions that allow the user to control and author the cloud cover over large distances easily. Our approach allows us to animate cloudscapes by morphing: instead of simulating the evolution of clouds using a physically-based simulation, we compute the movement of clouds using key-frame interpolation and tackle the morphing problem as an Optimal Transport problem. The trajectories of the cloud cover primitives are generated by solving an Anisotropic Shortest Path problem with a cost function that takes into account the elevation of the terrain and the parameters of the wind field.''< | + | |
− | < | + | [[Fichier:ProceduralGeneration.png|sans_cadre|centré|600px]] |
− | </ul><BR> | + | <small><font color="grey">''Our procedural cloudscape model allows to represent |
+ | different types of clouds.''</font></small> | ||
+ | |||
+ | '''Abstract:''' ''We present a phenomenological approach for modeling and animating cloudscapes. We propose a compact procedural model for representing the different types of cloud over a range of altitudes. We define primitive-based field functions that allow the user to control and author the cloud cover over large distances easily. Our approach allows us to animate cloudscapes by morphing: instead of simulating the evolution of clouds using a physically-based simulation, we compute the movement of clouds using key-frame interpolation and tackle the morphing problem as an Optimal Transport problem. The trajectories of the cloud cover primitives are generated by solving an Anisotropic Shortest Path problem with a cost function that takes into account the elevation of the terrain and the parameters of the wind field.'' <small><BR>[Get the paper [https://perso.liris.cnrs.fr/eric.galin/Articles/2018-cloudscapes.pdf '''here'''] ]</small></li> | ||
+ | </ul> | ||
+ | <BR> | ||
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Version du 28 mai 2018 à 16:21
Publications
You will find on this page all scientific publications related to HDWorlds project.
2018
- A. Webanck, Y. Cortial, E. Guérin, E. Galin, Procedural Cloudscapes, Computer Graphics Forum, 37(2), Eurographics, 2018.
Our procedural cloudscape model allows to represent different types of clouds.
Abstract: We present a phenomenological approach for modeling and animating cloudscapes. We propose a compact procedural model for representing the different types of cloud over a range of altitudes. We define primitive-based field functions that allow the user to control and author the cloud cover over large distances easily. Our approach allows us to animate cloudscapes by morphing: instead of simulating the evolution of clouds using a physically-based simulation, we compute the movement of clouds using key-frame interpolation and tackle the morphing problem as an Optimal Transport problem. The trajectories of the cloud cover primitives are generated by solving an Anisotropic Shortest Path problem with a cost function that takes into account the elevation of the terrain and the parameters of the wind field.
[Get the paper here ]
2017
- E. Guérin, J. Digne, E. Galin, A. Peytavie, C. Wolf, B. Benes, B. Martinez, Interactive Example-Based Terrain Authoring with Conditional Generative Adversarial Networks, Transactions on Graphics (Proceedings of Siggraph Asia), 2017.
[Get the paper here ] - G. Guingo, B. Sauvage, J-M. Dischler, M-P. Cani, Bi-Layer textures: a Model for Synthesis and Deformation of Composite Textures, Eurographics Symposium on Rendering, 2017.
- G. Cordonnier, E. Galin, J. Gain, B. Benes, E. Guérin, A. Peytavie, M.P. Cani, Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation, SIGGRAPH, 2017.
[Get the paper here ] - O. Argudo, C. Andujar, A. Chica, E. Guérin, J. Digne, A. Peytavie, E. Galin, Coherent multi-layer landscape synthesis, The Visual Computer, 2017.
[Get the paper here ]