Proland

Higher Edu - Research dev card
Development from the higher education and research community
  • Creation or important update: 19/12/09
  • Minor correction: 22/03/10
Keywords

Proland : an OpenGL/C++ library for the real-time rendering and editing of large scale natural scenes

This software was developed (or is under development) within the higher education and research community. Its stability can vary (see fields below) and its working state is not guaranteed.
  • Web site
  • System: UNIX-like, Windows
  • Current version: 2.1 - 20/07/2009
  • License(s): source code not public
  • Status: under development
  • Support: maintained, ongoing development
  • Designer(s): Eric Bruneton, Antoine Begault
  • Contact designer(s): Eric.Bruneton@inria.fr
  • Laboratory, service: INRIA, LJK

 

General software features
  • real-time rendering of multi-resolution terrains (up to a whole planet)
  • real-time rendering and editing of vector data (representing for instance roads or rivers)
  • real-time rendering of planetary atmospheres and clouds (from all viewpoints from ground to space)
  • rendering of forests using billboards

Proland can render very large natural scenes, at all scales and from all viewpoints from ground to space. The landscape data is loaded on the fly based on the current viewpoint (only the data needed for the current viewpoint is stored in memory, at the appropriate resolution). The landscape data can be procedurally modified on the fly. For instance the shape and texture of a terrain can be modified based on vector data representing roads or rivers.

Proland is based on a task graph and a cache manager taking advantage of multi-processors, supporting data prefetching to reduce disk latencies, and automatically managing the dependencis betwen tasks (procedural data are automatically recomputed when their input data change).

Context in which the software is used

Proland is used internally for research work about natural scenes (rendering, modelisation, animation). It is also used externally in two industrial projects (planetarium and flight simulator).

Publications related to the software

Scalable Real-Time Animation of Rivers
Yu Qizhi, Neyret Fabrice, Bruneton Éric, Holzschuch Nicolas
Comput. Graph. Forum, 28 (2), 239-248, 2009. Special Issue: Eurographics 2009.

Precomputed Atmospheric Scattering
Bruneton Éric, Neyret Fabrice
Comput. Graph. Forum, 27 (4), 1079-1086, 2008. Special Issue: Eurographics Symposium on Rendering 2008.

Real-time rendering and editing of vector-based terrains
Bruneton Éric, Neyret Fabrice
Comput. Graph. Forum, 27 (2), 311-320, 2008. Special Issue: Eurographics 2008.

Real-time realistic illumination and shading of stratiform clouds
Bouthors Antoine, Neyret Fabrice, Lefebvre Sylvain
Eurographics Workshop on Natural Phenomena - september 2006