内容

State of the Art in Computer Graphics Terrain Modeling

阅读数:10    发布:2019-08-28 12:40    更新:2019-08-28 12:43    

时间:2019年8月28号

地点:深大南区理工楼L6 801会议室

Abstract

Synthesizing realistic detailed geometric models of terrains is an open problem in computer graphics. Terrain models are intrinsic in virtual scenes and the human visual system is well-equipped to see imperfections and irregularities. Therefore, authoring the geometry of the inhomogeneous terrain structures is both important and difficult. This problem is further exacerbated by the environment that is the principal geomorphological agent and affects the terrains at varying scales and temporal ranges. This presentation will cover recent advanced in terrain modeling in computer graphics. After a brief introduction of terrain models and the commonly-used data structures that represent them, we will focus on advances in 1) procedural modeling, 2) simulations, and 3) example-based synthesis.

 

Bio:

Bedrich Benes is a George W. McNelly professor of Technology and professor of Computer Science at Purdue University. Dr. Benes works in generative methods for geometry synthesis, and his main focus is in procedural, inverse procedural modeling, and simulation of natural phenomena. He has published over 140 research papers including 15 papers in Siggraph and Siggraph Asia. His work has been sponsored by the National Science Foundation (8x), NASA, FFAR, Adobe Research, Intel, Siemens, Samsung, Department of Energy, and Ford Inc., among others. He is a co-editor in chief of Computer Graphics Forum and he was a papers chair of Eurographics 2017. He is an associate editor of in Silico Plants (Oxford Academic), Computers & Graphics (Elsevier), Computer Animation and Virtual Worlds (Wiley), and IEEE Computer Graphics Applications. Bedrich is Purdue University faculty scholar and a director of the High Performance Computer Graphics Laboratory.


深圳大学计算机与软件学院 2009-2016