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
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
Texturing and Modeling
Layered Data Representation for Visual Simulation of Terrain Erosion
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
A procedural object distribution function
ACM Transactions on Graphics (TOG)
Modeling landscapes with ridges and rivers: bottom up approach
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Hydraulic erosion: Research Articles
Computer Animation and Virtual Worlds
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Fast Hydraulic Erosion Simulation and Visualization on GPU
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Feature-rich distance-based terrain synthesis
The Visual Computer: International Journal of Computer Graphics
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
RiverLand: An Efficient Procedural Modeling System for Creating Realistic-Looking Terrains
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Large-Scale Physics-Based Terrain Editing
IEEE Computer Graphics and Applications
Animating corrosion and erosion
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
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We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, and its generation is controlled by a few parameters. Our terrain representation is both analytic and continuous and can be rendered by using varying levels of detail. The terrain data are stored in a novel data structure: a construction tree whose internal nodes define a combination of operations, and whose leaves represent terrain features. The framework uses rivers as modeling elements, and it first creates a hierarchical drainage network that is represented as a geometric graph over a given input domain. The network is then analyzed to construct watersheds and to characterize the different types and trajectories of rivers. The terrain is finally generated by combining procedural terrain and river patches with blending and carving operators.