Generalized stochastic subdivision
ACM Transactions on Graphics (TOG)
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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The algorithmic beauty of plants
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Rapid, stable fluid dynamics for computer graphics
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Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Modeling and rendering of weathered stone
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Terrain simulation using a model of stream erosion
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Texturing and Modeling
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
A Method for Modeling and Rendering Dunes with Wind-Ripples
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Layered Data Representation for Visual Simulation of Terrain Erosion
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
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Efficient modeling and rendering of turbulent water over natural terrain
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Visual simulation of weathering by γ-ton tracing
ACM SIGGRAPH 2005 Papers
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Computer Animation and Virtual Worlds
Efficient animation of water flow on irregular terrains
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Glift: an abstraction for generic, efficient GPU data structures
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Physically based hydraulic erosion simulation on graphics processing unit
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Fast Hydraulic Erosion Simulation and Visualization on GPU
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An Unconditionally Stable MacCormack Method
Journal of Scientific Computing
Interactive physically based fluid and erosion simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Animating corrosion and erosion
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Interactive hydraulic erosion using CUDA
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part I
3D Research
Real-time simulation of large bodies of water with small scale details
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Prismfields: a framework for interactive modeling of three dimensional caves
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Real-time Eulerian water simulation using a restricted tall cell grid
ACM SIGGRAPH 2011 papers
Layered surface fluid simulation for surgical training
MICCAI'11 Proceedings of the 14th international conference on Medical image computing and computer-assisted intervention - Volume Part I
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Special Section on Expressive Graphics: Geological storytelling
Computers and Graphics
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We present a step toward interactive physics-based modeling of terrains. A terrain, composed of layers of materials, is edited with interactive modeling tools built upon different physics-based erosion and deposition algorithms. First, two hydraulic erosion algorithms for running water are coupled. Areas where the motion is slow become more eroded by the dissolution erosion, whereas in the areas with faster motion, the force-based erosion prevails. Second, when the water under-erodes certain areas, slippage takes effect and the river banks fall into the water. A variety of local and global editing operation is provided. The user has a great level of control over the process and receives immediate feedback since the GPU-based erosion simulation runs at least at 20 fps on off-the-shelf computers for scenes with grid resolution of 2048 x 1024 and four layers of material. We also present a divide and conquer approach to handle large terrain erosion, where the terrain is tiled, and each tile calculated independently on the GPU. We show a wide variety of erosion-based modeling features such as forming rivers, drying flooded areas, rain, interactive manipulation with rivers, spring, adding obstacles into the water, etc.