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
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
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
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
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A discrete modelling of soil fragments transport by runoff
DGCI'08 Proceedings of the 14th IAPR international conference on Discrete geometry for computer imagery
Prismfields: a framework for interactive modeling of three dimensional caves
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
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
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Abstract: New data structure for visual simulation of 3D terrains is introduced. The representation is inspired by real geological measurements and presents good trade-off between commonly used inexpensive, but inaccurate, height fields and memory demanding voxel representation. The representation is based on horizontal stratified layers consisting of one material. The layers are captured in certain positions of the landscape. This representation is then discretized into 2D array. We demonstrate that the classical algorithm simulating thermal erosion [10] can run on this representation and we can even simulate some new properties. The simulation has been done on artificial data as well as on real data from Mars.