Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th 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
Modeling and rendering of weathered stone
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Digital Design of Nature: Computer Generated Plants and Organics
Digital Design of Nature: Computer Generated Plants and Organics
Visual simulation of weathering by γ-ton tracing
ACM SIGGRAPH 2005 Papers
Hydraulic erosion: Research Articles
Computer Animation and Virtual Worlds
Interactive physically based fluid and erosion simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Table mountains by virtual erosion
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Technical Section: A survey of aging and weathering phenomena in computer graphics
Computers and Graphics
Advanced material appearance modeling
ACM SIGGRAPH 2009 Courses
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Height map models of terrain are computationally efficient but can not represent terrain with concave surfaces. We present an algorithm for generating sandstone goblins using a simulation of spheroidal weathering. Sandstone goblins are a kind of hoodoo which are characterized by rounded concave shapes. The weathering simulation uses bubbles centered on axis aligned voxels to approximate geometry-dependent effects of spheroidal weathering. We demonstrate that the algorithm, together with appropriate surface textures, produces visually plausible goblins at near interactive speeds for most simulation parameters.