The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
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
Computer rendering of fractal curves and surfaces
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Modeling landscapes with ridges and rivers
Proceedings of the ACM symposium on Virtual reality software and technology
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
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Interactive physically based fluid and erosion simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Feature-based probabilistic texture blending with feature variations for terrains
Computer Animation and Virtual Worlds
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Generating realistic-looking but interesting terrains quickly is a great challenge. We present RiverLand, an efficient system for terrain synthesis. RiverLand creates a realistic-looking terrain by first generating river networks over the land. Then, the terrain is created to be consistent with the river networks. In this way, the terrains created have a proper drainage basin, an important feature lacking in many existing procedural terrain methods. The terrains generated by RiverLand are also widely varied, with rolling hills, river valleys, alpine mountains, and rocky cliffs, all seamlessly connected in the same terrain. Since RiverLand does not use complex fluid simulations, it is fast, and yet is able to produce many of the erosion features generated by the simulation methods.