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Section: New Results

Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches

Figure 6. Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches
IMG/snow.png

As part of Guillaume Cordonnier's PhD thesis, we also introduced a novel method for interactive generation of visually consistent, snow-covered landscapes, which provides control of their dynamic evolution over time. Our main contribution (illustrated in Fig. 6) was the real-time phenomenological simulation of avalanches and other user-guided events, such as tracks left by Nordic skiing, which can be applied to interactively sculpt the landscape. The terrain is modeled as a height field with additional layers for stable, compacted, unstable, and powdery snow, which behave in combination as a semi-viscous fluid. We incorporate the impact of several phenomena, including sunlight, temperature, prevailing wind direction, and skiing activities. The snow evolution includes snow-melt and snowdrift, which affect stability of the snow mass and the probability of avalanches. A user can shape landscapes and their evolution either with a variety of interactive brushes, or by prescribing events along a winter season time-line. Our optimized GPU-implementation allows interactive updates of snow type and depth across a large (10 × 10 km) terrain, including real-time avalanches, making this suitable for visual assets in computer games. We evaluated our method through perceptual comparison against exiting methods and real snow-depth data.