The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th 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
Modeling and rendering of weathered stone
Proceedings of the 26th 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
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
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
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
Technical Section: A survey of aging and weathering phenomena in computer graphics
Computers and Graphics
Goblins by spheroidal weathering
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
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We present an ef cient algorithm for visual modeling table mountains (mesas) using erosion simulation. The method uses techniques from Computer Graphics to closely model the phenomenon, without relying on physically correct modeling. Our main goal is to devise an ef cient algorithm that is geologically inspired and simulates visually plausible results in a reasonable time with certain user control over the process. The algorithm models a terrain as composed of two different materials, the hard one (rock) and the soft one (sand). The hard material is exposed to moisture and thermal changes that erode the side parts (the rimrock) of the table mountain. The eroded parts fall and change into the soft material. This material is subject of a different type of erosion. The soft material moves as sand or gravel with high inner friction. It moves slowly trying to reach an equilibrium and forms characteristic hillside of table mountains. We simulate this slow motion of soft material by a diffusion algorithm. The algorithm presented here achieves visually plausible results in reasonable time. The results are in tune with mountains observed in nature, and are comparable to the existing terrain modeling and displaying techniques.