Procedural elements for computer graphics
Procedural elements for computer graphics
ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Computer
Fourier Synthesis of Ocean Scenes
IEEE Computer Graphics and Applications
Generalized stochastic subdivision
ACM Transactions on Graphics (TOG)
The Science of Fractal Images
Bounding ellipsoids for ray-fractal intersection
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
New Techniques for Ray Tracing Procedurally Defined Objects
ACM Transactions on Graphics (TOG)
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
Technical correspondence: comment on computer rendering of fractal stochastic models
Communications of the ACM
New techniques for ray tracing procedurally defined objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Spot noise texture synthesis for data visualization
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
IBM Journal of Research and Development
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Flow and changes in appearance
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Sampling procedural shaders using affine arithmetic
ACM Transactions on Graphics (TOG)
Modeling and rendering of weathered stone
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computer modelling of fallen snow
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Parallel implementation of terrain erosion applied to the surface of Mars
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Generating Extraterrestrial Terrain
IEEE Computer Graphics and Applications
Adding Synthetic Detail to Natural Terrain Using a Wavelet Approach
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
Modelling objects with changing shapes: a survey
Machine Graphics & Vision International Journal
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Locally constrained synthetic LoDs generation for natural terrain meshes
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Visual simulation of weathering by γ-ton tracing
ACM SIGGRAPH 2005 Papers
Real-Time Refinement and Simplification of Adaptive Triangular Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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
Modeling landscapes with ridges and rivers
Proceedings of the ACM symposium on Virtual reality software and technology
Procedural modeling facilities for hierarchical object generation
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Flow and changes in appearance
ACM SIGGRAPH 2006 Courses
Modeling and rendering of weathered stone
ACM SIGGRAPH 2006 Courses
Flow and changes in appearance
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Modeling and rendering of weathered stone
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Constraint-based conversion of fiction text to a time-based graphical representation
Proceedings of the 2007 annual research conference of the South African institute of computer scientists and information technologists on IT research in developing countries
Mechanisms for multimodality: taking fiction to another dimension
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Parametrically controlled terrain generation
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
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
ACM SIGGRAPH Asia 2008 papers
Terrain Synthesis Based on Microscopic Terrain Feature
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Interactive GPU-based procedural heightfield brushes
Proceedings of the 4th International Conference on Foundations of Digital Games
Constraint-based model synthesis
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
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
Locally constrained synthetic LoDs generation for natural terrain meshes
Future Generation Computer Systems
A discrete modelling of soil fragments transport by runoff
DGCI'08 Proceedings of the 14th IAPR international conference on Discrete geometry for computer imagery
Component-based model synthesis for low polygonal models
Proceedings of Graphics Interface 2010
Real-time volumetric shadows using 1D min-max mipmaps
I3D '11 Symposium on Interactive 3D Graphics and Games
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Example-based procedural modelling by geometric constraint solving
Multimedia Tools and Applications
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
A preliminary approach of 3D simulation of soil surface degradation by rainfall
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Goblins by spheroidal weathering
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Animating corrosion and erosion
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Stone weathering in a photograph
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
A spectral-particle hybrid method for rendering falling snow
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive sampling and rendering for complex and procedural geometry
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Enhanced Texture-Based Terrain Synthesis on Graphics Hardware
Computer Graphics Forum
Interactive fractal compositions
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
LandSketch: a first person point-of-view example-based terrain modeling approach
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
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In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to previous techniques, features locally independent control of the frequencies composing the surface, and thus local control of fractal dimension and other statistical characteristics. The new technique, termed noise synthesis, is intermediate in difficulty of implementation, between simple stochastic subdivision and Fourier filtering or generalized stochastic subdivision, and does not suffer the drawbacks of creases or periodicity. Varying the local crossover scale of fractal character or the fractal dimension with altitude or other functions yields more realistic first approximations to eroded landscapes. A simple physical erosion model is then suggested which simulates hydraulic and thermal erosion processes to create gloabl stream/valley networks and talus slopes. Finally, an efficient ray tracing algorithm for general height fields, of which most fractal terrains are a subset, is presented.