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
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: A Procedural Approach
Texturing and Modeling: A Procedural Approach
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
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Comparison of drainage-constrained methods for DEM generalization
Computers & Geosciences
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present a new fractal based method of generating realistic models of natural landscapes. In this paper, we describe a three-steps method that produces a terrain mesh using ridge lines and rivers drainage network. As opposed to previous methods that compute water erosion for a given terrain model --- Digital Elevation Map ---, our terrain mesh is generated constrained by a precomputed set of ridge lines and rivers network. A skeleton of a ridges and rivers network is computed and stored in a Digital Elevation Map (D.E.M.) as initial values. Then, the elevations data set is enriched using a novel interpolation method based on a Midpoint Displacement's Inverse process. Finally, a midpoint displacement subdivision is applied to interpolate the remaining elevation coordinates. The resulting terrain meshes lead to naturalistic landscape models and our method seems to be very promising. Images produced by our model are presented.