The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Computer rendering of stochastic models
Communications of the ACM
Terrain simulation using a model of stream erosion
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
The generation and use of parameterized terrain in land combat simulation
WSC '77 Proceedings of the 9th conference on Winter simulation - Volume 1
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
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In this paper, we propose a novel approach towards parametrically controlled artificial terrain generation. Our proposed method focuses on generation of terrains having mountains of prespecified height and spread of base region and peak nearly at a prespecified location. Means of performing advanced tuning on the terrain to produce unusual artifacts on the terrain is also demonstrated and how our algorithm performs better in comparison with the well known terrain generation algorithms when used to solve the same problem is observed.