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
Algorithms for the Automatic Design of Non-formal Urban Parks
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing, Part II
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
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Generating realistic models of landscapes with drainage network is a major field in computer graphics. In this paper, we present a fractal based method which generates natural terrains using ridges and rivers information. As opposed to methods that compute water erosion for a given terrain model, our terrain mesh is generated constrained by a predefined set of ridge lines and rivers network. A new extension of the midpoint displacement model is used in this context. The resulting landscapes meshes leads to realistic rendering and our method seems to be very promising.