Generalized stochastic subdivision
ACM Transactions on Graphics (TOG)
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
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Harold: a world made of drawings
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
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
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A suggestive interface for 3D drawing
Proceedings of the 14th annual ACM symposium on User interface software and technology
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
A sketching interface for terrain modeling
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Feedback control of cumuliform cloud formation based on computational fluid dynamics
ACM SIGGRAPH 2008 papers
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Coordinates for instant image cloning
ACM SIGGRAPH 2009 papers
Feature-rich distance-based terrain synthesis
The Visual Computer: International Journal of Computer Graphics
Interactive GPU-based procedural heightfield brushes
Proceedings of the 4th International Conference on Foundations of Digital Games
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Large-Scale Physics-Based Terrain Editing
IEEE Computer Graphics and Applications
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We present an intuitive interface for easy modeling of terrains, compatible with example-based synthesis approach. The interface consists on a picture's canvas-like screen, where the user sketches silhouettes of mountains, as he would do if drawing mountains on a piece of paper. Realistic results are achieved by combining copies of the example terrain in such a manner that matches the sketched silhouette. We use Digital Elevation Models (DEM) of real world terrains as source data, and a weighted sum function to continually combine the heights.