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
SIGGRAPH '85 Proceedings of the 12th 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: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Modified noise for evaluation on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Parallel white noise generation on a GPU via cryptographic hash
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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With the ever rising quality and complexity standards in computer graphics, the generation of detailed content has become a bottleneck. While high quality visualization can be achieved at comparatively low cost, content generation remains a labor intensive and expensive task. Procedural approaches can support this process by automating parts of it. One common problem of procedural methods is that the variables controlling the result are difficult to adjust. Especially fractals may have unintuitive parameters, which make them difficult to handle in praxis. In this paper we introduce the concept of a Region Tree to structure the workflow with these procedures and present a supporting framework. On top of this we show how we used GPU integration to make interactive editing possible. With this approach it is easy to construct any number of procedural models from a set of user defined characteristics. We illustrate our method by creating an earth-like complex planet completely procedurally.